Search found 4650 matches

by Dwedit
Sat Aug 06, 2022 2:46 pm
Forum: General Stuff
Topic: My God, this seriously could pass for a 32-bit game imo
Replies: 13
Views: 623

Re: My God, this seriously could pass for a 32-bit game imo

What do you mean by a "4K video series"? Do you just want to view large pixels as rectangles? SNES video is 240p video (Not to be confused with the color-subsampled and compressed junk that YouTube calls "240p"), and intended to be viewed on a CRT television. Some people use mode...
by Dwedit
Sat Aug 06, 2022 1:20 pm
Forum: General Stuff
Topic: My God, this seriously could pass for a 32-bit game imo
Replies: 13
Views: 623

Re: My God, this seriously could pass for a 32-bit game imo

Good art direction and a visual style are the most important things in graphics, and Seiken Densetsu 3 has these in spades. Regarding effects on the screen (first video), it's just color addition using 16-color background layers, and line scrolling. This can all be done in Mode 1. To save on video m...
by Dwedit
Tue Aug 02, 2022 11:58 am
Forum: NESemdev
Topic: Understanding the sprite rendering process
Replies: 3
Views: 260

Re: Understanding the sprite rendering process

I haven't looked at the actual silicon, but I think clearing every other cycle sounds right.
That way you can have one cycle of processing dedicated to getting the Write Buffer register ready, then on the next cycle, you can put that value into memory.
by Dwedit
Tue Aug 02, 2022 9:05 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 63
Views: 4034

Re: Kulor's Guide to Mode 7 Perspective Planes

Use ?t=629 when you want to link to that particular time in the video. The lawnmower man trick is very neat, and well done. The draw distance leaves a bit to be desired though, so you don't get that much time to react. The perspective is always straight ahead though. One NES game that managed to pul...
by Dwedit
Sun Jul 31, 2022 7:55 pm
Forum: General Stuff
Topic: Over five million SNES Classic Minis sold . . .
Replies: 12
Views: 778

Re: Over five million SNES Classic Minis sold . . .

SNES Classic Mini has amazing games on it. It's no wonder it's selling so well.
by Dwedit
Sun Jul 31, 2022 12:29 pm
Forum: General Stuff
Topic: The 16-bit War. . . .
Replies: 52
Views: 1666

Re: The 16-bit War. . . .

I just look at the good Genesis games... The Sonic games and the Shining Force games made good use of the PSG channels, therefore the PSG channels are not something to ignore.
by Dwedit
Sat Jul 30, 2022 5:32 pm
Forum: General Stuff
Topic: The 16-bit War. . . .
Replies: 52
Views: 1666

Re: The 16-bit War. . . .

I see the blog comments do not look civil.
by Dwedit
Sat Jul 30, 2022 12:03 pm
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2208

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

Sprites won't drop out (flickering instead) if the sprite order is cycled, but then priority gets messed up.
by Dwedit
Fri Jul 29, 2022 8:07 am
Forum: SNESdev
Topic: Does one colour ALWAYS have to be transparent?
Replies: 19
Views: 1321

Re: Does one colour ALWAYS have to be transparent?

Also if there's no transparent color, why even have layers since they'd all be opaque...
by Dwedit
Wed Jul 27, 2022 1:14 pm
Forum: NESemdev
Topic: Sim City on Nestopia/Other emulators
Replies: 47
Views: 40164

Re: Sim City on Nestopia/Other emulators

Does the original KOEI game ROM work correctly on that board?
by Dwedit
Tue Jul 26, 2022 2:00 pm
Forum: NESemdev
Topic: Sim City on Nestopia/Other emulators
Replies: 47
Views: 40164

Re: Sim City on Nestopia/Other emulators

That looks like open bus for nametables, like it's not using the EXRAM.
by Dwedit
Mon Jul 25, 2022 12:37 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?

Probably just a low sampling rate for the BRR sample.
by Dwedit
Sun Jul 24, 2022 1:09 pm
Forum: NESdev
Topic: Add a new bank in MMC1 and use the new space
Replies: 18
Views: 2581

Re: Add a new bank in MMC1 and use the new space

Are you talking about Mario Adventure and failure to initialize save data?
by Dwedit
Sun Jul 24, 2022 9:17 am
Forum: NESdev
Topic: Add a new bank in MMC1 and use the new space
Replies: 18
Views: 2581

Re: Add a new bank in MMC1 and use the new space

Do Everdrives/Powerpaks give 8K of WRAM to mappers which don't support it? I know that older emulators usually provide 8K of WRAM to all games (breaking Low G Man, which expects to read open bus).
by Dwedit
Sat Jul 23, 2022 8:55 pm
Forum: NESdev
Topic: Add a new bank in MMC1 and use the new space
Replies: 18
Views: 2581

Re: Add a new bank in MMC1 and use the new space

Here's a crazy idea, add 8K WRAM (6000-7FFF) to the game and put your code there. Now you don't have any worry to whether your code is conflicting with the game's code. You'd just need to load in your expansion code at boot time, then it's ready to jump to whenever you need it. Note that in order to...