Search found 275 matches

by turboxray
Sat Aug 06, 2022 3:50 pm
Forum: General Stuff
Topic: My God, this seriously could pass for a 32-bit game imo
Replies: 12
Views: 455

Re: My God, this seriously could pass for a 32-bit game imo

Side topic: I guess the fascination around mode 7 was a forerunner to the upcoming 3D craze at the time. NEC and Hudson should have seen it as a hint to put 3D hardware on the PC-FX from the start, but they focused on anime-heavy games which was popular on their previous system. But I guess it's eas...
by turboxray
Sat Aug 06, 2022 2:12 pm
Forum: General Stuff
Topic: My God, this seriously could pass for a 32-bit game imo
Replies: 12
Views: 455

Re: My God, this seriously could pass for a 32-bit game imo

Yeah, beautiful artwork - but nothing here would be confused as Saturn/PS vs SNES, unless your exposure to those 32bit systems as limited. I do find it fascinating that SNES did translucency right out of the box in 1990. People like to mention mode 7 as the defining characteristic and standout featu...
by turboxray
Thu Aug 04, 2022 10:51 am
Forum: NES Music
Topic: Musetracker
Replies: 31
Views: 31198

Re: Musetracker

Necro bumping because this tracker and example cover songs always impressed me. Updated link: https://fo.aspekt.fi/
by turboxray
Tue Aug 02, 2022 8:28 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4347

Re: Regarding SNES' object limitations

iNCEPTIONAL wrote: Mon Aug 01, 2022 2:15 pmThree years you say..
More than three years. I went by tomaitheous and other names. I've been here since 10-15 years whatever.
by turboxray
Mon Aug 01, 2022 3:04 pm
Forum: SNESdev
Topic: Does one colour ALWAYS have to be transparent?
Replies: 19
Views: 1312

Re: Does one colour ALWAYS have to be transparent?

Possibly the most frustrating example of this sort of dreaming is the Nintendo 64. We now know that a large part of the performance problem with the RAM was actually a design error in the memory controller, and that SGI found out about it before launch and was seriously considering fixing it - but ...
by turboxray
Mon Aug 01, 2022 2:04 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4347

Re: Regarding SNES' object limitations

some PC Engine fan coming in here and telling me I don't know what I'm talking about and dictating what I should be calling objects and sprites and so on: Heyo. I personally don't see things in a child-like black and white way, where someone can only be a fan of one systems (such as a self-proclaim...
by turboxray
Mon Aug 01, 2022 1:41 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4347

Re: Regarding SNES' object limitations

128 hardware sprites != 128 objects. In that video, the freeze frame shot with 128 OAM entries, only 31-33 objects are actually on screen (that doesn't include the starfield). It's 128 hardware sprites because the snes doesn't have more optimal sprite sizes. If I were to convert that exact scene to...
by turboxray
Mon Aug 01, 2022 11:13 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4347

Re: Regarding SNES' object limitations

I'm sure you could do various things on the other consoles. What does that have to do with the clearly amazing achievement here on SNES relative to the SNES' capabilities, and how they went from a game with abysmal slowdown to a game with basically irrelevant slowdown to any normal gamers? And, sur...
by turboxray
Mon Aug 01, 2022 10:37 am
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2191

Re: So, regarding the sprites per scanline . . .

but also one that is a genuine showcase for the system too, like this: https://youtu.be/Tl7D25I6yDc?t=2833 (and this is even still in SlowROM no less) If I can get anywhere close to that, I will be very happy indeed. Notice how the game only ramps up in that section when you don't have bullet to ba...
by turboxray
Mon Aug 01, 2022 10:34 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4347

Re: Regarding SNES' object limitations

128 hardware sprites != 128 objects. In that video, the freeze frame shot with 128 OAM entries, only 31-33 objects are actually on screen (that doesn't include the starfield). It's 128 hardware sprites because the snes doesn't have more optimal sprite sizes. If I were to convert that exact scene to...
by turboxray
Mon Aug 01, 2022 10:27 am
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2191

Re: So, regarding the sprites per scanline . . .

but also one that is a genuine showcase for the system too, like this: https://youtu.be/Tl7D25I6yDc?t=2833 (and this is even still in SlowROM no less) If I can get anywhere close to that, I will be very happy indeed. Notice how the game only ramps up in that section when you don't have bullet to ba...
by turboxray
Mon Aug 01, 2022 9:51 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4347

Re: Regarding SNES' object limitations

128 hardware sprites != 128 objects. In that video, the freeze frame shot with 128 OAM entries, only 31-33 objects are actually on screen (that doesn't include the starfield). It's 128 hardware sprites because the snes doesn't have more optimal sprite sizes. If I were to convert that exact scene to ...
by turboxray
Mon Aug 01, 2022 9:04 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 57
Views: 3445

Re: Kulor's Guide to Mode 7 Perspective Planes

My comment got moved to the images thread. Anyways, amazing write up!
by turboxray
Sun Jul 31, 2022 10:57 pm
Forum: phpBB Issues
Topic: Some images are broken in Chrome, but not Firefox
Replies: 7
Views: 334

Re: Kulor's Guide to Mode 7 Perspective Planes

kulor wrote: Sun Jul 31, 2022 10:23 pm I've noticed that happens with all my posts on mobile. If you try reading it on a PC, the images should be there. I'm not sure why it does that, phpBB bug of some sort?
I can only see the images on Firefox (PC). Chrome and Edge won't show them. Also, amazing write up!
by turboxray
Sun Jul 31, 2022 2:57 pm
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2191

Re: So, regarding the sprites per scanline . . .

*Yeah, three foot clan (actually four, if the guy just falling off the left side of the screen but still onscreen for a couple of frames counts) and five smaller robot dog things (and no slowdown or overt drop-out or flickering): https://youtu.be/i9eZ3JAWjfo?t=2975 You should probably look at a rea...