Search found 111 matches

by none
Thu Sep 22, 2022 3:26 pm
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 11
Views: 801

Re: Making an enemy move along surfaces

imamelia wrote: Thu Sep 22, 2022 2:41 pm Okay, both of those also caused glitches. The addition of the block on the right resulted in the same problem as before.
it falls of as soon as it touches the new block, or does it manage to climb that block and then falls of as soon as it reaches the ceiling?
by none
Thu Sep 22, 2022 1:39 pm
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 11
Views: 801

Re: Making an enemy move along surfaces

The ghost on the left hand side in the video seems to be able to travel along inside corners just fine though, without falling of. Maybe it's a problem with specific patterns of your 1,2,3,4 blocks? Can you add more different test cases, like in this screenshot (I hope it's understandable)? Screensh...
by none
Thu Sep 22, 2022 5:19 am
Forum: SNESdev
Topic: Making an enemy move along surfaces
Replies: 11
Views: 801

Re: Making an enemy move along surfaces

It's difficult to tell what's going on just from looking at the code.

What is actually going wrong? Can you post a screenshot / gif of what is happening?
by none
Thu Sep 22, 2022 5:00 am
Forum: SNESdev
Topic: Fastest way of doing BG tile collision detection
Replies: 5
Views: 409

Re: Fastest way of doing BG tile collision detection

Depending on the situation there's a lot of things that might work, that come to mind. Separate collision logic by actor type i.e. have a different routine for player / each enemy type / each projectile type and so on. Do only the checks that are actually necessary for each type. for example, projec...
by none
Wed Sep 07, 2022 9:40 am
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2651

Re: Tiled palette quantization tool

Just some of the statements like this.. as odd (and false). I mean, optimal compared to what? I have a range of test images that I use for palette sorting software like this, and some of them are down right brutal and result in lots of tile-edge (jpeg-like) artifacts in other palette sorting apps. ...
by none
Wed Sep 07, 2022 4:20 am
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2651

Re: Tiled palette quantization tool

Here's an idea how to fix it - again i only quickly glanced over your code. It seems you're using some kind of accumulated error (mean squared error?) to figure out what palettes are "better" or "worse" than another set of palettes. Maybe you can improve on the idea of "erro...
by none
Wed Sep 07, 2022 4:13 am
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2651

Re: Tiled palette quantization tool

I take it you have no experience in this kind of stuff. It's not trivial in the least. I've written my own, refined it over the years, and I gave up on trying to make it "perfect". The best it does is get really close, and then lets the artist finish it off with manual touch ups. This is ...
by none
Tue Sep 06, 2022 6:30 pm
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2651

Re: Tiled palette quantization tool

It's nice, what kind of algorithm are you using? And I don't want to sound overly critical of it, (I guess I cant do better myself, image quantization is hard to do in itself and juggling with multiple palettes makes it worse)... but I don't like the jpeg-like square artifacts it produces. Also some...
by none
Tue Aug 30, 2022 12:02 pm
Forum: NESemdev
Topic: DOS Emulator with Debugger / Memory View
Replies: 29
Views: 1369

Re: DOS Emulator with Debugger / Memory View

I remember no$gba had some debugging feature, so I'd guess that no$nes is similar, I didn't actually try it out though.
by none
Thu Aug 18, 2022 5:23 am
Forum: General Stuff
Topic: That Euro/UK aesthetic
Replies: 53
Views: 2728

Re: That Euro/UK aesthetic

Don't know many for consoles, but IMO some of the best looking games for Amiga / DOS from the 80ies / early 90ies are from europe. Especially the BG artwork. Some of my favourites Future Wars (Delphine / France / 1988) http://www.classicamiga.com/images/stories/jreviews/games/F/Future%20Wars%20(Disk...
by none
Mon Aug 15, 2022 6:04 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 78
Views: 7042

Re: Kulor's Guide to Mode 7 Perspective Planes

That's 1x, 2x and 4x side by side. 1x is 130% CPU load per scanline, 2x is 90%, 4x is 70%. I've taken a look at your code and it's funny you ran into the some of the same issues I had too. I also need to bit shift a lot wit h the reciprocal table which makes the thing kind of pointless, because per...
by none
Sun Aug 14, 2022 3:48 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 78
Views: 7042

Re: Kulor's Guide to Mode 7 Perspective Planes

Replaced the 1 / 8-bit z hardware divide with a 1 / 12-bit z table divide ( code ), and that clears up my precision issues nicely: video comparison . Basically I was interpolating 1/z as an 8.8 fixed point, and with the table it becomes a 12.4 fixed point. Before the divide, everything past the poi...
by none
Thu Aug 11, 2022 12:55 am
Forum: SNESdev
Topic: Window shapes demo
Replies: 12
Views: 1402

Re: Window shapes demo

Sure, go ahead. You can just link to the git repository, that's fine with me but you should probably use a permalink.

https://github.com/rmn0/rem/blob/f496e1 ... c/window.s
by none
Wed Aug 10, 2022 10:33 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 78
Views: 7042

Re: Kulor's Guide to Mode 7 Perspective Planes

I've noticed that in my previous tries I've not been checking if all the values fit in their respective ranges when you do the math in 16 bits. It's actually a little more tricky than I expected to achieve acceptable precision. Here's a code snippet for comparing a few different variations. Using th...
by none
Wed Aug 10, 2022 1:20 am
Forum: SNESdev
Topic: Window shapes demo
Replies: 12
Views: 1402

Re: Window shapes demo

I have an implementation here that has hardware acceleration for moving a shape using the two windows around both vertically and horizontally with clipping and it does not need to double buffer the HDMA table. https://github.com/rmn0/rem/blob/feature/window-animations-fast/src/window.s If the window...