Search found 149 matches

by jeffythedragonslayer
Fri Jul 01, 2022 8:52 pm
Forum: SNESdev
Topic: Games with 16x16 background tiles
Replies: 24
Views: 727

Re: Games with 16x16 background tiles

Thanks it's time to touch fuzzy and get dizzy; I always loved that game on the GBA. If anyone knows of other games with 16x16 background tiles please share.
by jeffythedragonslayer
Fri Jul 01, 2022 6:41 am
Forum: SNESdev
Topic: Why two windows?
Replies: 20
Views: 8349

Re: Why two windows?

Question: Do you think I would be able to have the shadow shape on my planet*, which is done using one of the windows (plus some colour math), rotate across the planet as the sun moves across the screen without it basically causing slowdown? Yes, make the HDMA table a 2d array. Along one axis you l...
by jeffythedragonslayer
Fri Jul 01, 2022 12:46 am
Forum: SNESdev
Topic: Why two windows?
Replies: 20
Views: 8349

Re: Why two windows?

I think the reason there are only two windows is because the logic for combining them together gets too complicated when you add more than that. Each window contributes one binary input (whether the pixel is "inside" or "outside" that window) to a truth table tensor that tells yo...
by jeffythedragonslayer
Thu Jun 30, 2022 9:13 pm
Forum: SNESdev
Topic: Super FX speed/timings test
Replies: 1
Views: 235

Re: Super FX speed/timings test

My Yoshi's Island cart says this on the back:
POWER MUST BE OFF BEFORE LOADING OR REMOVING A GAME PAK
How do you know it's safe to run this test?
by jeffythedragonslayer
Thu Jun 30, 2022 8:33 pm
Forum: SNESdev
Topic: Identifying Address Buses A&B
Replies: 8
Views: 384

Re: Identifying Address Buses A&B

Oh, of course it's the opposite of what I'd expect. :?
by jeffythedragonslayer
Thu Jun 30, 2022 8:24 pm
Forum: SNESdev
Topic: Identifying Address Buses A&B
Replies: 8
Views: 384

Re: Identifying Address Buses A&B

On page 3-3-2 (3.2 APU I/O PORTS) of the official documentation I found this:
Ports 0-3 are ports which carry out data transmission to the SCPU through the SNES bus
I presume this is talking about bus A. So A and B are the scene names for buses?
by jeffythedragonslayer
Thu Jun 30, 2022 6:24 pm
Forum: SNESdev
Topic: Games with 16x16 background tiles
Replies: 24
Views: 727

Games with 16x16 background tiles

Most/all of the games I am playing with in emulators and trying to reverse engineer to learn more use 8x8 tiles for the background. Can anyone recommend some games that use 16x16 background tiles? (That set bit4-7 of 2105h BGMODE?)
by jeffythedragonslayer
Thu Jun 30, 2022 2:13 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 44
Views: 1130

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 ...
by jeffythedragonslayer
Thu Jun 30, 2022 2:51 am
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 44
Views: 1130

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: 44
Views: 1130

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: 44
Views: 1130

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: 401

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: 261

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: 53
Views: 1272

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: 53
Views: 1272

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.