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#snesdev

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@wyatt I'm curious which console's homebrew scene you're subposting about. The communities I'm in use a standard protocol.

- NES: phpBB forum with a spin-off Discord server
- Super NES: phpBB forum with a spin-off Discord server
- Master System and Game Gear: phpBB forum with a spin-off Discord server
- Game Boy: Discord server bridged to IRC
- Game Boy Advance: Discord server bridged to IRC

#IRC#phpBB#Discord

I have released v0.1.0 of homebrew SNES audio driver.

This release adds new echo instructions to audio driver, left/right channel invert and cleans up the 65816 API.

I'm also declaring the MML & bytecode assembly stable. I'm not going to change the current syntax/behavior unless there is a very good reason to do so.

github.com/undisbeliever/terri

This release stabilises the MML and bytecode assembly syntax and behaviour.
CAUTION: The loader and 65816 APIs have changed.  If you are using a 65816 API, you will need to update it.
Changelog
Bre...
GitHubRelease v0.1.0 · undisbeliever/terrific-audio-driverThis release stabilises the MML and bytecode assembly syntax and behaviour. CAUTION: The loader and 65816 APIs have changed. If you are using a 65816 API, you will need to update it. Changelog Bre...

Released v0.0.16 of my Terrific Audio Driver github.com/undisbeliever/terri
This early release fixes a major state tracking bug that can caused dropped portamento notes.
It also adds more pitch MML commands, a portamento-pitch instruction, single-note MML portamentos and a `?@` subroutine instrument hint command.
#snesdev

This release fixes a major MML state tracking bug that can cause dropped instructions, including dropped portamento notes.
Changelog
Audio driver changes:

Added portamento_pitch instruction

MML c...
GitHubRelease v0.0.16 · undisbeliever/terrific-audio-driverThis release fixes a major MML state tracking bug that can cause dropped instructions, including dropped portamento notes. Changelog Audio driver changes: Added portamento_pitch instruction MML c...

My #SNES game handles levels in an abstract way, with things like "get level pointer for these coordinates" handled via a function pointer I can change around. That lets me have both horizontal (256x32 blocks, 2 layers) and (32x256 blocks, 2 layers), and I'm playing with seeing what else I can do with that.

Here's a 256x64 single layer level, repurposing the same 32K of space the other two modes use. I could continue on and implement lots of other permutations but I'll wait until I actually need them.

SNESdev daily log 25:
Wrote a test ROM that reads and displays 12 bits of joypad data every scanline.

I was curious about the state of my controllers.
I knew the start/select buttons on this controller are bad. The two purple lines show lots of bouncing and unstable output.
This test also confirms I have phantom inputs on the d-pad. In the 3rd image I'm only pressing left and down is briefly and unstably illuminated.

(screenshots recorded on my 1-chip Super Famicom console)