Search found 3076 matches

by psycopathicteen
Sun Aug 07, 2022 4:58 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 62
Views: 3977

Re: Kulor's Guide to Mode 7 Perspective Planes

The games that use the same tables for A/B and C/D, are they perspectively accurate or are they distorted? Are they more accurate to slope-based perspective (straight lines remain straight), or by angle-based perspective (straight lines get curved)? If done right they are accurately a perspective, ...
by psycopathicteen
Sat Aug 06, 2022 9:14 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 62
Views: 3977

Re: Kulor's Guide to Mode 7 Perspective Planes

I tried plugging it into Nova's mode 7 viewer, and for some reason the far away background is glitched. The games that use the same tables for A/B and C/D, are they perspectively accurate or are they distorted? Are they more accurate to slope-based perspective (straight lines remain straight), or by...
by psycopathicteen
Thu Aug 04, 2022 8:01 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 62
Views: 3977

Re: Kulor's Guide to Mode 7 Perspective Planes

Here is a formula for Mode-7 using only A, C and BGY: X = A(SX + BGX - CX) + B(SY + BGY - CY) + CX Y = C(SX + BGX - CX) + D(SY + BGY - CY) + CY P = Cz/(cos(b)d - sin(b)(Sy - 112)) BGX = Cx - 128 BGY = P*(cos(b)(Sy - 112) + sin(b)d) - Sy + Cy A = P*cos(a) B = sin(a) C = -P*sin(a) D = cos(a) This see...
by psycopathicteen
Thu Aug 04, 2022 4:09 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 62
Views: 3977

Re: Kulor's Guide to Mode 7 Perspective Planes

Here is a formula for Mode-7 using only A, C and BGY:

Code: Select all

X = A(SX + BGX - CX) + B(SY + BGY - CY) + CX
Y = C(SX + BGX - CX) + D(SY + BGY - CY) + CY

P = Cz/(cos(b)d - sin(b)(Sy - 112))

BGX = Cx - 128
BGY = P*(cos(b)(Sy - 112) + sin(b)d) - Sy + Cy

A = P*cos(a)
B = sin(a)
C = -P*sin(a)
D = cos(a)
by psycopathicteen
Thu Aug 04, 2022 12:03 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 62
Views: 3977

Re: Kulor's Guide to Mode 7 Perspective Planes

Have one HDMA channel set to controlling Matrix A and Matrix B, while having another HDMA channel controlling BG1Y? I believe you need to do 2 things per scanline: 1. Set the u,v increment for each pixel along the row (matrix A and C). 2. Set the position of the the line of texels on the map (two w...
by psycopathicteen
Wed Aug 03, 2022 10:33 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 62
Views: 3977

Re: Kulor's Guide to Mode 7 Perspective Planes

I haven't read every single post so I don't know if people mentioned this before but I thought of an approach.

Have two HDMA channels for controlling Matrix A and Matrix C, and a third HDMA channel controlling BG1Y?

Edit:
It looks like it would need Matrix A and C, not A and B.
by psycopathicteen
Sat Jul 30, 2022 5:59 pm
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2208

Re: So, regarding the sprites per scanline . . .

TrekkiesUnite118 wrote: Sat Jul 30, 2022 5:16 pm
psycopathicteen wrote: Sat Jul 30, 2022 5:11 pm
That's because your PC is older than shit, and can't run BSNES or Higan at full speed. Get a new computer.
Is a 4 GHz 8-core Ryzen 2700 not powerful enough?
Then there must be something else wrong with your computer.
by psycopathicteen
Sat Jul 30, 2022 5:11 pm
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2208

Re: So, regarding the sprites per scanline . . .

Apparently I did respond to him, as he indicated below. but maybe someone should go find that video and see who engaged who first again, or how it all came about. Sure, it's this video here: https://www.youtube.com/watch?v=Rf2Gbflgxus It came about because you've been spamming that video at people ...
by psycopathicteen
Thu Jul 28, 2022 2:31 pm
Forum: SNESdev
Topic: Games with 16x16 background tiles
Replies: 44
Views: 2009

Re: Games with 16x16 background tiles

Also, with tile maps that are 512 pixels tall, you can just scroll in a top and bottom screen, whereas if you only have 256 pixels to work with you would have to wrap the top of the scroll seam around vertically.
by psycopathicteen
Thu Jul 28, 2022 1:27 pm
Forum: SNESdev
Topic: Games with 16x16 background tiles
Replies: 44
Views: 2009

Re: Games with 16x16 background tiles

Something that makes 8x8s harder to use is when you're doing multi-directional scrolling, you must take into account the intersection of the 2 scrolling seams, if you're using a 64x32 tilemap.
by psycopathicteen
Wed Jul 27, 2022 9:28 am
Forum: SNESdev
Topic: Games with 16x16 background tiles
Replies: 44
Views: 2009

Re: Games with 16x16 background tiles

Alisha's Adventure uses 16x16 background tiles. I use it for both CPU speed, and also out of laziness. I use 8x8 tiles for BG3, because of color limitations.
by psycopathicteen
Sun Jul 24, 2022 7:33 pm
Forum: NESdev
Topic: Sprite per scanline question
Replies: 2
Views: 622

Re: Sprite per scanline question

I remember once finding that confusing as well. Similar to how tech sheets saying "SNES has 256 colors onscreen at once and can do transparency" was confusing to me because it made me think "how the hell am I supposed to make sure transparency effects never go over 256 colors?"
by psycopathicteen
Sun Jul 24, 2022 7:20 pm
Forum: SNESdev
Topic: Rough figures for mono, stereo and surround sound?
Replies: 24
Views: 1348

Re: Rough figures for mono, stereo and surround sound?

I think most SNES games that had mono/stereo settings were stereo by default. DKC2 wasn't. This actually caused an issue with SPC ripping, where an older rip only had a mono version of the boot fanfare. Since it always starts in mono, you have to switch to stereo and get game over to hear the fanfa...
by psycopathicteen
Fri Jul 15, 2022 4:16 pm
Forum: SNESdev
Topic: Why does having a bigger tilemap matter?
Replies: 153
Views: 3986

Re: Why does having a bigger tilemap matter?

Doing the collumns in the BG of Sonic 3 looks a lot easier than doing the bridges. The collumns in Sonic 3 only need 64 frames, and they can be made with 8 versions of the tile map, and 8 versions of the tile set.
by psycopathicteen
Fri Jul 15, 2022 11:34 am
Forum: SNESdev
Topic: Why does having a bigger tilemap matter?
Replies: 153
Views: 3986

Re: Why does having a bigger tilemap matter?

Well, I tell you what, when you have even close to anything I've done, feel free to spout your mouth of. Some words on a screen, I think you will find, are so far below even a Game Maker test that it's beyond laughable the position you seem to imagine you are in to think I have even remotely anythi...