Search found 141 matches

by jeffythedragonslayer
Thu Jun 30, 2022 2:51 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 10
Views: 288

Re: Regarding SNES' object limitations

Well I wouldn't recommend arguing with conviction on that point with anyone (if proving someone wrong is that important to you) until you've tested a rom that does it - I am simply pointing out that your thought process makes sense. As we just learned from lidnariq it's not always the best to just q...
by jeffythedragonslayer
Wed Jun 29, 2022 6:16 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 10
Views: 288

Re: Regarding SNES' object limitations

lidnariq wrote: Wed Jun 29, 2022 6:07 pm Sprite pixels per scanline is 34·8=272, not 256.
Huh, I'll believe you over a magic number because you gave a derivation haha :lol:
by jeffythedragonslayer
Wed Jun 29, 2022 6:03 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 10
Views: 288

Re: Regarding SNES' object limitations

If you consider invisible or glitched dropped-out sprites to be displayed, sure that sounds okay to me. Megacat studios has written about the limits: Sprites per Scanline: 32. This is a hard limit. On top of that only 34 8x8 tiles can be displayed regardless of how big the sprites are. This is relat...
by jeffythedragonslayer
Wed Jun 29, 2022 12:29 pm
Forum: SNESdev
Topic: odd dirt effect
Replies: 2
Views: 375

Re: odd dirt effect

Oh ok, it sounds like the half carry flag is for binary coded decimal, since it is in the same spot as the d flag on the Ricoh 5A22, and the DAA and DAS instructions add and subtract 6 depending on the state of this flag.
by jeffythedragonslayer
Wed Jun 29, 2022 9:17 am
Forum: SNESdev
Topic: Tile Stride Table
Replies: 2
Views: 237

Re: Tile Stride Table

I opened up the Tile Viewer in bsnes-plus which also confirmed my thoughts. Clicking the right arrow immediately to the right of the address offset box once shifts only the first tile out of view in every bpp, but it is byte-addressed. tile_stride.png Dividing all the offsets by 2, we have: bpp | ti...
by jeffythedragonslayer
Wed Jun 29, 2022 6:40 am
Forum: SNESdev
Topic: Using window/shape mask directly on the background colour . . .
Replies: 45
Views: 1016

Re: Using window/shape mask directly on the background colour . . .

I didn't mean to imply that it only does convex shapes, but you can do any convex shape with just 1 window. OP was talking about a "planet" which seems like it'd probably be convex. I don't have a name for a shape that matches exactly the capabilities of 1 window. Convex is a subset of th...
by jeffythedragonslayer
Tue Jun 28, 2022 10:20 pm
Forum: SNESdev
Topic: Using window/shape mask directly on the background colour . . .
Replies: 45
Views: 1016

Re: Using window/shape mask directly on the background colour . . .

Ok then, I think the bottom layer of the 6 referred to in the video as "color" is the same one refered to as "MATH" under the WOBJSEL section in fullsnes. Sounds encouraging.

I don't see why one window limits you to a convex shape though.
by jeffythedragonslayer
Tue Jun 28, 2022 5:50 pm
Forum: SNESdev
Topic: Hotswapping controllers
Replies: 4
Views: 229

Re: Hotswapping controllers

Just eyeballing the 7 pins (I have board revision SNSRGB01) they all look the same length.
by jeffythedragonslayer
Tue Jun 28, 2022 5:11 pm
Forum: SNESdev
Topic: Using window/shape mask directly on the background colour . . .
Replies: 45
Views: 1016

Re: Using window/shape mask directly on the background colour . . .

I don't see anything in Chapter 6 Window (Window Mask) of the official documentation that indicates this is possible. I think you will have a much easier time drawing a planet in front of the 4 BG layers, like the spotlight effect here: https://nesdoug.com/2020/06/16/color-math/ What I do not unders...
by jeffythedragonslayer
Tue Jun 28, 2022 4:05 pm
Forum: SNESdev
Topic: Hotswapping controllers
Replies: 4
Views: 229

Re: Hotswapping controllers

There is nothing in the official documentation in "Chapter 13. Standard Controller" about this. But I did find this in Chapter 9 MultiPlayer 5 Specifications: 9.4.2 CAUTION #2 Games should be programmed so that game play can be continued if the MultiPlayer 5 or one of the devices connected...
by jeffythedragonslayer
Tue Jun 28, 2022 2:17 pm
Forum: SNESdev
Topic: Safe storage temperature
Replies: 6
Views: 331

Re: Safe storage temperature

Everything's fine, though Super Mario RPG didn't work at first; I had to power cycle and then reset, then the game booted. The Retrode also thought that game is an Atari 2600 cartridge. I think it might have just been dirty. :lol: As for question of what the safe temperature range to store the conso...
by jeffythedragonslayer
Tue Jun 28, 2022 12:02 pm
Forum: SNESdev
Topic: Is there a reason for the uneven forced blanking?
Replies: 11
Views: 452

Re: Is there a reason for the uneven forced blanking?

2. It's also simpler to add more blanking at the top of the screen, at the end of vblank, than it is to add more at the bottom, where you'd need to set up a separate timer for it. It's also simpler to have only one added forced blank instead of two separate ones. Why would there need to be an extra...
by jeffythedragonslayer
Tue Jun 28, 2022 10:25 am
Forum: SNESdev
Topic: Hotswapping controllers
Replies: 4
Views: 229

Hotswapping controllers

Is it safe to hotswap controllers? I think this is okay on the N64 because the multiplayer mode of Banjo Tooie detects how many controllers are currently plugged in, but I've been warned against doing this on the NES, so I turn the power off before plugging in or unplugging controllers. What about t...
by jeffythedragonslayer
Tue Jun 28, 2022 9:09 am
Forum: SNESdev
Topic: Is there a reason for the uneven forced blanking?
Replies: 11
Views: 452

Re: Is there a reason for the uneven forced v-blank?

I am not sure what you mean by "forced vblank," Retro game mechanics has talked about how forced blanking can be lined up to occur during horizontal blanking, although the timing can be difficult to get right. In general no, forced blanking does not have to work like that - Super Mario Kar...
by jeffythedragonslayer
Mon Jun 27, 2022 2:42 pm
Forum: SNESdev
Topic: Does Jurassic Park use pseudo high-res mode?
Replies: 82
Views: 2228

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

turboxray wrote: Mon Jun 27, 2022 11:29 am This thread reminds me that I need to pick up a PAL SNES.. for testing out its composite.
I would to love where you find one, I want to run PAL tests too...