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Multijointed Monster Maker

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Everything posted by Multijointed Monster Maker

  1. For you other programmers on this website, how long did it take you before you found out what a macro was? I've been programming over a year, and gotten almost nowhere, until I learned how to use macros. Now I'm using almost all my code is macros and it's taking me far less time to program.
  2. I don't know why, but I don't see the Snes being that much better graphic wise. Sure there are more colors, and hardware effects, but it's resolution is lower, it has 1/4 the memory devoted to sprite animation, and it's scaling and rotation is limited to only 1 background.
  3. Your goal is to design the most powerful game system possible in 1990, costing no more than $300, with games costing no more than $100. The more rediculously detailed your post is, the better.
  4. Sounds like people don't like your videos, but alas as the video uploader you can remove the comments by clicking "remove". Not on my videos. Usually on videos that show gameplay from old games.
  5. How do I deal with the idiots who post comments on YouTube? When somebody posts something like "NO YOU ****ING MORON" they get thumbs up +13, while every normal post gets thumbs down -13.
  6. My advise is to fix the yellow shadow color. Give it a more of a redish hue and a little darker.
  7. I can imagine the connected-register archetecture to allow some very clever tricks. Such as using D as a sprite's y-coordinate, and W as the sprite's y-coordinate, and manipulating both x and y coordinates at the same time by using Q, or individually with D and W.
  8. Idk, I've had similar problems with the Snes before. What reg were you LDAing from?
  9. It looks like programmers got so used to having 16 registers on the 68000 to work with, that once they were hired to work on the Super Nintendo's 65816 with only one register to do math with, they literally used it's direct page memory as if they were 68000 registers, with all kinds of unnecessary loading and storing. At least the 6309 register set wasn't nearly as bad as the 65816's.
  10. I don't want to piss people off, but I always had a thing against the 68000 for many reasons. 1) It started all the "bits and Mhz mean everything" marketing crap. 2) In colleges, if you ever questioned the authority of the 68000 you were expelled and weren't qualified to get a job as a programmer. 3) Everybody thought your supposed to program everything else like a 68000. I can't count how many times I deassembled a Super Nintendo game and saw something like this, "lda $00, add $02, sta $00, lda $00, add $04, sta $00" or like, "lda #$80, sta $00, lda $02, add $00, sta $02, lda $04, add $00, sta $04" 4) Programmers started thinking that using 32-bit instructions for everything made them "epic" or "elite" programmers. 5) Once programmers ran into a system that doesn't use a 68000, they start throwing tantrums like little cry babies. **cough**SNES**cough** 6) People thought that it had some kind of "magic" or "feel" in arcade games, like "OMG! look at how hard Ryu punched Ken thanks to the 68000 running this machine!"
  11. Am I the only one who actually find the 6309 to be more powerful than a 68000? Just compare the cycle counts between multiplication/division, and bit shifting instructions and you'll see what I mean.
  12. If there wasn't the issue with Motorola, how would you think the 6309 would be used? I think it would've been perfect for a 16-bit videogame system, or maybe even some 90's arcade games, although it would require a lot of bankswitching. But I still think it would fit the arcade business over a lot of other cpu choices, due to it's overall speed and ease to program.
  13. For those who clicked on this thread thinking I was going to show you something! Here it is.
  14. I'd guess they thought Motorola might yank their license to produce it. I guess if I worked at Motorola and seeing Hitachi taking our own design and using it to dominate us, I would get pissed off and sue Hitachi. If Hitachi did a big ad campaign bousting it's "32-bit capabilities" and "multiplication and division" and "higher MIPS than 68000" and upped the Mhz, that would be a big threat to Motorola's market share.
  15. Not releasing any information about the 6309's upgraded features, so that the computer market overlooked it as "outdated" or "low end" when it was neither of the two?
  16. Do I have this correct? The NES, TurboGrafx-16, and SNES use 21-Mhz video signal generating. There are 1024 cycles across the visible screen. One colorburst takes about 6 cycles, where as a pixel takes 4. On the NES, there are 12 color phases because 6 are generated from the 21-Mhz signal, and the other 6 are generated from an inversed 21-Mhz signal. The Sega Genesis uses 54-Mhz video signal generating. There are 2560 cycles across the video screen. One colorburst is 15 cycles, and one pixel is 8 cycles in 320-pixel mode and 10 cycles in 256-pixel mode. Okay now here's what I don't know but want to know. How does the Turbografx-16 do those high resolutions like 352? How does the Turbografx Snes and Genesis convert RGB to NTSC/PAL? Something tells me it has something to do with red green and blue being almost exactly 60-degrees apart in colorphase.
  17. Okay, is there a any reason why it was so unusual to see multijointed sprites on the Super Nintendo, yet it was extremely common for other systems from the same time period?
  18. One thing that drives me insane is, why did programmers always thought the Super Nintendo had such an "unusual architecture" in magazine articals, when it had the same old tiles and sprites architecture that was around since 1980? I get it, the Snes's has a faster video processor than it does a CPU, same thing as Commodore64, NES, TurboGraphx, Genesis, NeoGeo and CPS1; nothing new or unusual about that.
  19. For the Genesis, I beleive there is a scroll table section of video-ram that stores the per-line offsets, so I beleive that is what your talking about. On the Super Nintendo, there is a feature built into the cpu where you select a video-register and it changes it every scanline off a list from either the ROM itself or from the work ram. You can only move large chunks of data from rom or work-ram into video-ram during v-blank, so changing scroll registers between visible scanlines won't make a difference.
  20. Remember there was also the voices and effects (and quiet a bit of BG stuff, paralax 3Dish scrolling of the floor in a couple arenas) The SNES just didn't quiet have the memory to keep up. It's probably the same reason polygon games like Starfox are in a window, cause the system was to slow (or not enough memory) to render the whole screen. As for video, the SNES was 8 bit videowise..but that would be going strictly by at the time computer terms, where an 8 bit chunk could represent up to 256 different possible colors... I always took Bit to be the processor's marking, not the graphics capability. That's called linescrolling, it was built into the system.
  21. You know, I have a lot of respect for Coco programmers. A system with no video and sound hardware, where the cpu has to render every sprite by itself. This is a far cry from Snes programmers, who complained about writing to only 4 registers! Programming the Coco? They have no chance!
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