Search found 8396 matches

by rainwarrior
Thu Aug 18, 2022 1:23 pm
Forum: General Stuff
Topic: Dream: Land of Giants
Replies: 12
Views: 597

Re: Dream: Land of Giants

For this purpose, priority doesn't count. There is one sprite layer (OBJ) and 1-4 background layers (BG1, BG2, BG3, BG4), and then the backdrop colour. The priority system can be thought of as splitting these into separate layers, or it might be thought of just deciding which piece of which layer go...
by rainwarrior
Thu Aug 18, 2022 11:42 am
Forum: General Stuff
Topic: Dream: Land of Giants
Replies: 12
Views: 597

Re: Dream: Land of Giants

That tree shadow effect is really pretty cool, and you mention masking, so what's it specifically doing to make sure the shadows only appear on the sprites but not on the level (as explained in a way I could understand, of course)? Colour math can be applied to a specific layer. In this case, the s...
by rainwarrior
Wed Aug 17, 2022 6:02 pm
Forum: General Stuff
Topic: Dream: Land of Giants
Replies: 12
Views: 597

Re: Dream: Land of Giants

I really like the shadows of the trees falling across the player. I notice that the shadows of the player on the ground disappear only when this effect is in use, though. ;) The shadows are either blending against sprites, or blending against the ground, but not both, because it would destroy the &q...
by rainwarrior
Wed Aug 17, 2022 4:17 pm
Forum: SNESdev
Topic: Dizworld mode 7 demonstration
Replies: 2
Views: 182

Dizworld mode 7 demonstration

I made a demonstration of 4 common practical mode 7 effects. Source and ROM: dizworld dizworld.png There's a more thorough description at the link, but it has 4 different examples of common styles of SNES mode 7 usage: Demo A "Boss" - Spinning / scaling an object around a point, and moving...
by rainwarrior
Wed Aug 17, 2022 3:35 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 77
Views: 6312

Re: Kulor's Guide to Mode 7 Perspective Planes

So my own Mode 7 example demo is finished, now. It shows a few other common styles of mode 7 effect in addition to the perspective plane. Open source, because the point was to make an example people could borrow or build on. Source and ROM: dizworld dizworld.png If you want to make general comments ...
by rainwarrior
Tue Aug 16, 2022 2:33 pm
Forum: SNESdev
Topic: extbgtest test ROM for Mode 7 extbg
Replies: 5
Views: 322

Re: extbgtest test ROM for Mode 7 extbg

Oh, that's interesting. I hadn't thought about that... (I'm used to the north american purple buttons.) The chosen colours were entirely a coincidence. Edit: Updated the ROM. Didn't feel like redoing the screenshots or sprites, so I went with the anti-clockwise button order A/X/Y/B that happened to ...
by rainwarrior
Tue Aug 16, 2022 1:53 pm
Forum: SNESdev
Topic: extbgtest test ROM for Mode 7 extbg
Replies: 5
Views: 322

Re: extbgtest test ROM for Mode 7 extbg

OK. I added sprite numbers to the readme to clarify their button assignments.
by rainwarrior
Tue Aug 16, 2022 1:55 am
Forum: SNESdev
Topic: extbgtest test ROM for Mode 7 extbg
Replies: 5
Views: 322

extbgtest test ROM for Mode 7 extbg

I made this test to verify a few things about mode 7 and extbg a little while ago. I discussed it on the SNESdev discord, but I figured I should leave some documentation of it here in case it's helpful to anyone else. Links: extbgtest.sfc source code Shows colours and layering of Mode 7 with EXTBG. ...
by rainwarrior
Mon Aug 15, 2022 6:36 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 77
Views: 6312

Re: Kulor's Guide to Mode 7 Perspective Planes

You're commenting on the " first pass " of my code. I was trying to get it working correctly first, optimize later. Some of these things are already changed ( current code ), but I appreciate the suggestions nonetheless. You can avoid the bit shifts for the A and C multiplies though. preci...
by rainwarrior
Mon Aug 15, 2022 12:44 pm
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 2018

Re: Question about black bars, again. . . .

I couldn't make heads or tails of GIMP for years, until I saw this video: GIMP Pixel Art Tool Setup Tutorial by Matej Jan. That showed me the basics of how to use it, and I found once I was over that initial hump I got pretty comfortable with it. Now I use it daily. Here's a very brief visual guide ...
by rainwarrior
Mon Aug 15, 2022 1:29 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 77
Views: 6312

Re: Kulor's Guide to Mode 7 Perspective Planes

I'm leaving it in my demo as an option. It's just that interpolation is only useful up to a point. Like, it's not a magic way to get CPU down to zero. It has some pretty strong limitations. Versus my full perspective calculation, interpolating a line takes about 50% as much time. Versus the abbrevia...
by rainwarrior
Mon Aug 15, 2022 12:19 am
Forum: NES Hardware and Flash Equipment
Topic: Dual D-Pad Controls (and a minor rant)
Replies: 19
Views: 1072

Re: Dual D-Pad Controls (and a minor rant)

Wait, so would Raphnet's adapter work? https://www.raphnet-tech.com/products/snes_to_nes_cable/index.php I'm inclined to go this route as it's probably cost effective/convenient enough rather than including actual modified gamepads if I decide to do a bundle. Does connecting a multitap into one NES...
by rainwarrior
Sun Aug 14, 2022 8:58 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 77
Views: 6312

Re: Kulor's Guide to Mode 7 Perspective Planes

I dunno, it's noticeable in the distance too, and 4x interpolation is a diminishing return... only has 1/2 as much speedup as 2x interpolation did. Doing half the screen again would mean it only makes 1/4 of the difference... So it'd be a bit fussy in code for maybe not much gain, and you don't save...
by rainwarrior
Sun Aug 14, 2022 6:54 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 77
Views: 6312

Re: Kulor's Guide to Mode 7 Perspective Planes

Re: interpolation. I'm finding that 2x interpolation looks just fine, but 4x starts to amplify precision errors unpleasantly, especially at the bottom of the screen. Just kinda looks like a "ripple" across specific lines of the screen. Not a huge deal, but enough that I personally don't wa...
by rainwarrior
Sun Aug 14, 2022 2:50 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 77
Views: 6312

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 poin...