Search found 850 matches
- Thu Aug 04, 2022 5:24 pm
- Forum: NES Graphics
- Topic: Trying to figure out which RGB palette is canonical
- Replies: 36
- Views: 2019
Re: Trying to figure out which RGB palette is canonical
Phase shifts are specified in degrees in all materials I see them in as far as electronics go.
- Mon Aug 01, 2022 5:31 am
- Forum: SNESdev
- Topic: Kulor's Guide to Mode 7 Perspective Planes
- Replies: 63
- Views: 4025
Re: Kulor's Guide to Mode 7 Perspective Planes
This was a good read, thänk you very much for doing this ~
- Sun Jul 31, 2022 3:35 pm
- Forum: NES Music
- Topic: Does everyone still use Winamp for VGM?
- Replies: 19
- Views: 16294
Re: Does everyone still use Winamp for VGM?
I switched to XMplay years ago and never looked back at Winamp again. All the Winamp plugins I used previously work properly in it too, in addition to native plugins of which there are plenty of too ~
- Sun Jul 31, 2022 8:44 am
- Forum: General Stuff
- Topic: The 16-bit War. . . .
- Replies: 52
- Views: 1665
Re: The 16-bit War. . . .
Looks like 90+ games use PSG channels. Out of 700 total is about 13% of games. And the list I saw frequently said only some times ... let's say half of the time. We could make a rough estimate and say about 6-7% of Genesis songs used PSG. It seems the most popular reason is for the noise channel......
- Sat Jul 30, 2022 5:13 am
- Forum: SNESdev
- Topic: So, regarding the sprites per scanline . . .
- Replies: 60
- Views: 2208
Re: So, regarding the sprites per scanline . . .
* SNES only has time to parse 128 sprites on one line, there's no memory bandwidth or memory itself to have more, this sets the maximum sprite count possible, ignoring the other limits : ** Pick out 32 sprites it deems visible on that line (regardless of size) and store their parameters in a list fo...
- Wed Jul 27, 2022 2:52 am
- Forum: Other Retro Dev
- Topic: Sega Mega Drive Clone - Region Switch Mod
- Replies: 4
- Views: 530
Re: Sega Mega Drive Clone - Region Switch Mod
With luck, SW4 in top right corner connects to the JP/EN pin, in some machines that is where region setting switches are exposed.
- Mon Jul 25, 2022 2:05 am
- Forum: Other Retro Dev
- Topic: Sega Mega Drive Clone - Region Switch Mod
- Replies: 4
- Views: 530
Re: Sega Mega Drive Clone - Region Switch Mod
J3 is video output 50/60Hz setting J1 is Region register PAL/NTSC setting (has nothing to do with video output) Japan/Export is unavailable, but it is done by PCS8492 pin 72 (GND=Japan, VCC=Export). VDP (PCS8391) seems to be a bit modified compared to normal superclone VDP, it seems to take a crysta...
- Sun Jul 17, 2022 12:53 am
- Forum: SNESdev
- Topic: Is there a reason for the uneven forced blanking?
- Replies: 20
- Views: 908
Re: Is there a reason for the uneven forced blanking?
Sync timing and periods are critical for all display devices, there isn't much playroom with them.
- Sat Jul 16, 2022 10:56 pm
- Forum: SNESdev
- Topic: Upside down controller
- Replies: 46
- Views: 2328
Re: Upside down controller
I may be left handed but I never learned to play games etc. the "other" way (or computer mouse). If all games had this option things could be different...
- Fri Jul 15, 2022 8:05 am
- Forum: SNESdev
- Topic: Why does having a bigger tilemap matter?
- Replies: 153
- Views: 3988
Re: Why does having a bigger tilemap matter?
You'll probably quickly discover that having only 3 colors per tile in all the BG layers gets very limiting in mode 0 artistically, there aren't many palettes to use either to get more out each BG layer. Good for making "NES on steroids" kind of visuals, but getting into "16bit" ...
- Mon Jul 11, 2022 11:20 pm
- Forum: phpBB Issues
- Topic: Wrong post count for user
- Replies: 6
- Views: 737
Re: Wrong post count for user
I'm no fan of xenforo either, every forum I visit that has "upgraded" to it has come with many negatives on even the most basic functionality. Much more clunky, with a big RAM footprint and seem to be really CPU heavy making it really sluggish. I can feel the laptop get hot when it is open...
- Tue Jul 05, 2022 4:57 pm
- Forum: SNESdev
- Topic: Regarding SNES' object limitations
- Replies: 119
- Views: 4381
Re: Regarding SNES' object limitations
As far as the multiplexing goes, I perfer to use the recycling instead, I find it more descriptive of the actual process that is generally meant by it. Reusing a sprite that has been rendered by moving it to a new place on the current frame, to get something show up in the new spot.
- Sun Jul 03, 2022 8:21 am
- Forum: SNESdev
- Topic: Black borders to left and right of SNES game footage
- Replies: 15
- Views: 753
Re: Black borders to left and right of SNES game footage
Those are border inside the video signal itself, one video line is ~64µs long and only ~52µs of it is not blanked, and a console outputs active image only in part of that 52µs and most TVs do not show all of that 52µs either (overscan etc.). The MD has this sort of border too (as do pretty much all ...
- Thu Jun 30, 2022 8:29 am
- Forum: SNESdev
- Topic: Using window/shape mask directly on the background colour . . .
- Replies: 57
- Views: 1867
Re: Using window/shape mask directly on the background colour . . .
On MD there are no tile addressing limitations aspect like on SNES, so all of VRAM is usable for every layer (including parts used up by tilemaps and other non-GFX data structures). BG layers, window and sprites can share and reuse all of the tiles. In my very slowly work in progress game I even arr...
- Thu Jun 30, 2022 8:02 am
- Forum: SNESdev
- Topic: Regarding SNES' object limitations
- Replies: 119
- Views: 4381
Re: Regarding SNES' object limitations
64x64 sprites have limited use in in-game situations, unless you really need all that coverage. There will be a lot of wasted empty tiles with many normal gameplay objects and it is better to compose the game sprite out of multiple smaller hardware sprites to reduce the wasted tiles and need to jugg...