Search found 543 matches

by Nikku4211
Sat Aug 13, 2022 7:46 pm
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 1906

Re: Question about black bars, again. . . .

I believe this is due to it being a port from Capcom's CPS1 hardware. CPS1 runs in the odd resolution of 384x224. So to preserve the aspect ratio and show as much on screen as possible on SNES's 256 wide resolution, Capcom typically letterboxed their ports on SNES. CPS1 video is generally in 4:3 (o...
by Nikku4211
Sat Aug 06, 2022 11:12 am
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 238
Views: 131997

Re: [demo] SNES Sonic

I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the next stages. I plan to make a game of my own in the style of SONIC, as it'...
by Nikku4211
Fri Aug 05, 2022 2:04 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 238
Views: 131997

Re: [demo] SNES Sonic

Here. Tiago's in this thread, in a previous page.

You can also search 'TiagoSC' in these forums.
by Nikku4211
Thu Aug 04, 2022 12:28 pm
Forum: SNESdev Homebrew Projects
Topic: [demo] SNES Sonic
Replies: 238
Views: 131997

Re: [demo] SNES Sonic

No clue, why not ask Tiago?
by Nikku4211
Mon Jul 18, 2022 12:02 pm
Forum: SNESdev
Topic: Upside down controller
Replies: 46
Views: 2353

Re: Upside down controller

I see no reason to use the controller upside down. I am right-handed, by the way.
by Nikku4211
Mon Jul 04, 2022 6:06 pm
Forum: SNESdev
Topic: How many fullscreen 256 colour images?
Replies: 15
Views: 681

Re: How many fullscreen 256 colour images?

Depends on if they share the same 256-colour palette or not. If so, 109 256x224 8BPP bitmaps I guess, under 6 MiB with nothing else in the cart. If there's no palette sharing, then around 108 256x224 8BPP bitmaps.
by Nikku4211
Mon Jun 27, 2022 6:39 am
Forum: SNESdev
Topic: Does Jurassic Park use pseudo high-res mode?
Replies: 86
Views: 3089

Re: Does Jurassic Park use pseudo high-res mode?

The difference just didn't really matter until RGB became common. We easily notice notice now because emulators don't do pseudo-hires like an old TV did. I'm sorry, but outside of emulation, did RGB really become 'common'? I think it's mostly emulation (and HDTVs) that became common. If you have a ...
by Nikku4211
Mon Jun 27, 2022 6:29 am
Forum: SNESdev
Topic: Safe storage temperature
Replies: 6
Views: 427

Re: Safe storage temperature

What is the lower end of that range? What's the safest cold temperature?
by Nikku4211
Sat Jun 25, 2022 10:09 am
Forum: SNESdev
Topic: camera scroll walls
Replies: 10
Views: 3577

Re: camera scroll walls

Also, in some games where the type of scrolling changes radically in a single level, the program might actually be secretly swapping to a different level map entirely... If a level scrolls exclusively horizontally for 8 screens, and then starts to scroll up for 4 screens, it would be extremely wast...
by Nikku4211
Sat Jun 18, 2022 7:02 am
Forum: SNESdev
Topic: Non-square mosaics
Replies: 4
Views: 491

Re: Non-square mosaics

[pedantry] Due to the SNES' non-square pixel aspect ratio, all mosaics (unless you somehow do 7x8 or 14x16 in NTSC) are output as non-square mosaics by the console itself. [/pedantry] As for non-square mosaics that don't rely on the pixel aspect ratio to be non-square, I think it might be possible t...
by Nikku4211
Wed Jun 01, 2022 8:05 am
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 90
Views: 4152

Re: Regarding 4:3 and 8:7. . . .

Both 320x224 and 256x224 take up the same horizontal space on the physical screen though (unless the borders change their size?), so I'd assume that a 32 * 32 pixel sprite would appear to be 25.6 * 32 on a 320x224 screen... and as a result the developers would design the gameplay elements to be wid...
by Nikku4211
Tue May 31, 2022 4:19 pm
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 90
Views: 4152

Re: Regarding 4:3 and 8:7. . . .

No. Art designed for 1:1 PAR or square pixels, is roughly equal distance between 8:7 and 32:25. Using 1:1 PAR art on a skinnier PAR doesn't make it more correct than using that same 1:1 PAR art on a fatter PAR, if they are both roughly equal distance. I never said use/design the art around 320px or...
by Nikku4211
Tue May 31, 2022 12:48 pm
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 90
Views: 4152

Re: Regarding 4:3 and 8:7. . . .

Because Genesis/MD lack of color means dithering, and dithering works(looks) better as you go higher in res (regardless if it's composite or RGB). And high res mode means better scanline sprite-limit support, as well as more total sprites. You pretty much almost always want to use 320px mode on the...
by Nikku4211
Tue May 31, 2022 8:25 am
Forum: SNESdev
Topic: Regarding 4:3 and 8:7. . . .
Replies: 90
Views: 4152

Re: Regarding 4:3 and 8:7. . . .

That said, I do think there are plenty of valid reasons for a developer not to correct for PAR. There are often things you have to compromise in pursuit of that kind of thing, and there's usually more at stake than just how round a ball looks. If I was a developer making a game for both the SNES an...
by Nikku4211
Mon May 30, 2022 11:04 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 2746

Re: The SNESdev documentation project

The GBA doesn't matter. The SNES can do the same since it's got the HDMA hardware, and by that I mean it allows to raise an interrupt each time a new scanline triggers on the TV, by that you can apply special effects over pixels (including backgrounds and sprites). I never referred to the SNES hard...