Search found 80 matches

by coto
Mon May 30, 2022 8:59 pm
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

This doesn't appear to be a coherent statement. It doesn't sound like you know how the SNES works. I couldn't care less if it ain't a coherent statement, the thread is full of what ifs as always. And I was agreeing with you a few posts back anyway. The SNES is not a software renderer. It has no fra...
by coto
Mon May 30, 2022 7:14 pm
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

It's not the size of the write that matters. It does matter, there's a difference between changing a whole line vs some pixels. DMA hardware can actually cause bus stalls (blocks the CPU bus while being used), specially if main memory sucks at sequential vs non-sequential reads/writes. If the whole...
by coto
Mon May 30, 2022 6:17 pm
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

You cannot (yet) do linescroll effects on actual sprites. That only works on BG layers, until someone figures out how to reliably write OAM during active display or active HBlank. So this is only true if you treat a BG layer as a sprite, and there are examples of this being done (certain battle eff...
by coto
Mon May 30, 2022 11:48 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

I've never seen a single SNES game change a sprite's position while the sprite is still rendering. From what I've heard, you have to force-blank in order to change the OAM table. I'm not asking you to reverse engineer games using affine transformation on sprites, because the SNES can't do that. Sto...
by coto
Mon May 30, 2022 10:45 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

Nitpick: HDMA doesn't involve interrupts. H-DMA (H-Blank DMA) H-DMA transfers are automatically invoked on H-Blank , each H-DMA is limited to a single unit (max 4 bytes) per scanline. This is commonly used to manipulate PPU I/O ports (eg. to change scroll offsets)... http://problemkaputt.de/fullsne...
by coto
Mon May 30, 2022 9:48 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

you can only draw 4bpp sprites, and the affine transform is only possible on background 1 when you have the mode register set to 7. Affine transformation over hardware has nothing to do with what I said earlier. HDMA can be used to apply custom matrix (2d) transformation to, say, sprites. IIRC that...
by coto
Sun May 29, 2022 9:46 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

you can only draw 4bpp sprites, and the affine transform is only possible on background 1 when you have the mode register set to 7. Affine transformation over hardware has nothing to do with what I said earlier. HDMA can be used to apply custom matrix (2d) transformation to, say, sprites. IIRC that...
by coto
Sun May 29, 2022 9:30 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

you can only draw 4bpp sprites, and the affine transform is only possible on background 1 when you have the mode register set to 7. The player won't know that if you use BG3 and warp it with linescroll. There are ways to do 2bpp sprites. The simple and obvious one is to encode them in NES format an...
by coto
Sat May 28, 2022 11:34 pm
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2697

Re: The SNESdev documentation project

I'm curious - what kind of information (the type I would find on fullsnes) are you omitting that an emu author would be interested in, that a game developer would not be? How to draw a 2bpp sprite and apply affine transformation through HDMA correction HDMA can't apply more than 4 bytes, maybe some...
by coto
Tue May 24, 2022 4:22 pm
Forum: Other Retro Dev
Topic: ToolchainGenericDS development
Replies: 5
Views: 17609

Re: ToolchainGenericDS development

Original OpenGL Display List implementation (API + Nehe example): https://bytebucket.org/JP20182018/openglutvs2012project/raw/509f5bca6d988d3b0702680e3a2a718ad9b70cda/img/neheDisplayListsLesson12.png NDS OpenGL Display List implementation (API + Nehe example, currently lacking scene Lights): https:/...
by coto
Fri May 06, 2022 9:30 am
Forum: Other Retro Dev
Topic: ToolchainGenericDS development
Replies: 5
Views: 17609

Re: ToolchainGenericDS development

Developmento! ndsDisplayListUtils: Performs extracting / compiling DisplayList / GLCallLists using the Nintendo DS 3D syntax. This implements OpenGL 1.1 Call Lists into a NintendoDS application, missing from the VideoGL API. Changelog: 0.4: Implementation finished. 0.3: Standardized format so it's c...
by coto
Fri Apr 29, 2022 11:22 am
Forum: SNESdev
Topic: Mode 5 colour limitations?
Replies: 169
Views: 5785

Re: Mode 5 colour limitations?

I do feel like this thread is a bit "dogpiling" and full of negative attitude and we should all just stop posting in this thread for a while. The last thing any dev needs is discouragement. I agree. I'd also encourage anyone who isn't developing and throwing around ideas <negatively>, to ...
by coto
Thu Apr 28, 2022 2:09 pm
Forum: SNESdev
Topic: Mode 5 colour limitations?
Replies: 169
Views: 5785

Re: Mode 5 colour limitations?

.

please remove
by coto
Sun Dec 19, 2021 5:22 pm
Forum: NESdev
Topic: Structuring enemy behavior
Replies: 9
Views: 1160

Re: Structuring enemy behavior

as systems gets more sophisticated there's actually decision-making algorithms (such as in billiard where things like trajectory, collision is calculated from the main object the player controls (cue ball), and overwrites its current status by performing further algorithms surrounding whatever objec...
by coto
Fri Dec 17, 2021 8:38 am
Forum: phpBB Issues
Topic: Change my username?
Replies: 79
Views: 109172

Re: Change my username?

My first guess is that I come off as serious in an asynchronous medium, such as forums and issue trackers, and as goofy in a synchronous medium, such as IRC or Discord. (For what these mean, see "Why Slack is inappropriate for open source communications" by Dave Cheney .) yeah, same, lol.