Good tools snes




















GoodSNES isn't a bad tool, but it isn't the best. NSRT is hella better. Sorry to say this Cinder, but you're living in the Iron Age of rom tools. My point exactly. Thank you for clearing this out, SS. You can post now and register later. If you have an account, sign in now to post with your account. Paste as plain text instead. Only 75 emoji are allowed.

Display as a link instead. Clear editor. Upload or insert images from URL. Sign in Login Password remember me Lost password Sign up. Jekyll and Mr.

New Writeups devour poetry by losthuskie sit bones thing by dutchess big poetry by lostcauser own your bullshit thing by lizardinlaw Where Have All the Catherines Gone? Hyde review by dutchess more. Robot Hat! Mon Jul 21 at An example of Nintendo source code. ROM Hacking Project. Super Nintendo Controller. Super Nintendo Entertainment System. Aeon Genesis Translations. Sonic the Hedgehog 2 Beta. Well, I already talked about the friendly nature of the , let me write a few thoughts about how friendly LibSFX can be as well.

However: while it sounds very convenient to use a stack-based approach for storing CPU-and compiler states there are a few problems. Usually one finds it out the hard way when the code simply causes a black screen while not even changing anything seemingly important.

This gives a nice 3-fold issue that can happen anytime, anywhere in the code. I think the explanation lies in LibSFX itself. This convenience there is only to help you in really difficult circumstances. Oh, did I mention these macros do not set the compiler state? Yes, you need to track that by yourself. This alone is a good reason why the SNES would crash with a black screen: there is no way of telling what your 8-bit code means in bit or vice-versa though usually, it is a loop or a BRK.

The solution: map your code explicitly for 8-or bit segments. You can switch back-and-forth but be clear about which section is 8-bit and which is bit. There is a macro that helps you, so why not use that - or you can make your own. Also, you can leave X,y to be bit and only switch A around:. No guessing, no stacking no. Even with a considerable amount of retro development experience, programming for the SNES was something of a challenge for me.

However, with patience, the right tools, and meticulous attention to code, developing for this beloved retro console can be a joy. Close menu. Blog Menu. What Not to Use Starting a new project from scratch is hard. Found a framework or it found me? Examples found on the net has to be modified After the first few examples are compiled and ran, I was good to go. The friendly nature of the It looks good at first sight. The drawback is that it takes much more computational power to pull this off.

The two developers of those emulators, Gary Henderson and Jerremy Koot, came together in July and merged their work. The result is SNES9x. Why use SNES9x when higan and bsnes have better compatibility and are more accurate?

Actually, there are several areas in which SNES9x is the emulator to beat. However, the forums are still active, and the emulator is being actively maintained by developer OV2. Yet there are a few excellent reasons to keep a copy around. Unfortunately, netplay was removed in version 1. You can also test out code on an actual SNES with a unique tool.



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