![]() ![]() The SNES relies on a technique called (indirect) color indexing (in fact, the NES and Game Boy used this technique too, as we will see shortly). Let’s get started! Your Development Environment Badge has evolved to the First Opcodes Badge! Intertwined and Planar Graphic Formats discuss the graphics format of the SNESĪnd in the next article, we will use that sprite and display it on the SNES.I promised you in the last article that you will create a sprite to display later on the SNES, so in this article, we will Since the last article was heavy on the theory, I want to keep this one a bit more practical. In this article (should I start calling them dungeons instead? Levels? Quests? I’ll think about it) we will go about things a bit differently. But we covered some important ground that will come in handy later. I admit it got a bit long (I strive to keep it under 2,500 words, the last one was 3,900). I hope the last time wasn’t too hard on you. Update February 2022: All code examples from all articles in this series can now be found on Github in one repository ![]() Also added additional information on how to prepare graphics for use on the SNES. Many thanks to the commenters for pointing this out. Update May 2022: Fixed some errors in the example images which had some incorrect color values. ![]() It’s not a deal breaker and of course I am still grateful that RetroArch even exists, but simplicity is king.SNES Assembly Adventure 03: Creating Your First Sprite Why go digging for the ROM to play it with a different core, when RetroArch has already found it? Manually editing an lpl file to have a game default to the core you want just isn’t as intuitive as loading the core you want, then selecting a game. The more intuitive way for it to work, in my opinion, is that if you click on a file in a list like that, it should pop up with “No core loaded!” Then you pre-load a core, and from then on whatever core you have loaded determines what runs the game. Any time I’d load a game from that list one time, loading it again would mean it would default to the same core used the first time. ![]() I had RetroArch scan a directory, and it gave me a nice long list of all my SNES ROMs underneath an SNES controller. The thing is I wasn’t actually using the playlist. If this “core memory” feature is an annoyance just set your playlists to read-only so RetroArch can’t add that information. To remove this association either regenerate the playlist or manually text-edit the playlist file to reset the offending line back to default. But again it doesn’t seem to be an issue with a standalone version of BSNES.Ĭan anyone replicate this, or give me an idea of what I need to do to fix it? Not too enthusiastic about testing more games at the moment…Įvery time you load a game from a playlist RetroArch records which core you used to the playlist (.lpl) file. It just seems odd to me that this is supposed to be one of the most compatible emulators out there, and I run into problems while still playing around with the 'A’s in my romset. I then also tried a standalone version of BSNES, and it also worked fine. I then tried SNES9x, which seemed to work fine. I tried BSNES mercury core (accuracy), and I also tried regular BSNES (accuracy). I loaded up Alien vs Predator just to test some games out, and about 10 seconds into the first level the screen gets distorted/stretched out. I tried multiple aspect ratios, and it didn’t help. I’m new at using retroarch, so this may be a case of changing a simple setting (not much has been changed from the defaults), but I’ve played around with it a while on my own and not had any luck. ![]()
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