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>> No.9536130 [View]
File: 123 KB, 1826x793, kirbys_adv_status_bar.png [View same] [iqdb] [saucenao] [google]
9536130

>>9536024
yes. its at 15% roughly
https://github.com/doldecomp/melee
>>9536031
no, that's just describing the NES pattern table format (the graphics before palette is applied)
assembly looks like acronyms and formatting to distinguish opcodes from vales, making them more human readable. pic related.

>> No.8207050 [View]
File: 124 KB, 1826x793, kirbys_adv_status_bar.png [View same] [iqdb] [saucenao] [google]
8207050

>>8207027
> scanline IRQs
Yes, MMCx triggers at the beginning of drawing and VRCx triggers when hBlank occurs. There are different engineering mechanisms that i've browsed schematics for and don't understand because code is my thing: I'm aware of the timing.

>> No.7934128 [View]
File: 124 KB, 1826x793, kirbys_adv_status_bar.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7934108
It does. the scanline interrupt is much more predictable than Sprite 0 polling: the margin that your code will run is much smaller. It's not perfect though: the CPU does have to finish whatever instruction is was doing before the interrupt triggers, and this can cause some variance, but it is MUCH less variance than the time it takes to poll $2002 for a sprite 0 hit in a loop.
So what though you might think? How much variance could there be? Well, one CPU cycle is equal to Three pixels, and when you're trying to run code in a space of about 60 undrawn pixels (hBlank), you don't have time for many instructions and the variance can really fuck up your shit. This is why many games look flickery in spots that they change X/Y scrolling. Few games get it right: Even SMB3 has some flicker on top of its status bar. Kirby nails it though.

>> No.7731216 [View]
File: 124 KB, 1826x793, kirbys_adv_status_bar.png [View same] [iqdb] [saucenao] [google]
7731216

>>7731191
There is some information available on the game:
https://datacrystal.romhacking.net/wiki/Kirby%27s_Adventure:Notes#Powers
Download Mesen and get familiar with the debugger. I'd suggest setting a breakpoint at $05E3, your current power, and seeing how the game handles this byte.
You're also going to need a CHR editor, i'd suggest YY-CHR.

>> No.7725972 [View]
File: 124 KB, 1826x793, kirbys_adv_status_bar.png [View same] [iqdb] [saucenao] [google]
7725972

>>7725930
Not quite: It never shuts off the PPU. It times the necessary writes in hBlank: when the screen isn't drawing between scanlines.
At scanline 175, the MMC3 scanline IRQ is triggered, it waits until right before the next hBlank, switches the CHR banks, and then in hBlank repositions the PPU to start drawing the top of the menu.
Switching the graphics bank doesn't require an idle PPU, but repositioning the "camera" does. God coder Iwata don't shut off no PPU =)

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