Search found 1614 matches

by 93143
Sun Jan 29, 2023 1:00 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 248
Views: 97245

Re: SNES Doom Source Released! Now What?

the game I'm porting Do is your game a port? I'll leave you to guess. Bullet hell, may be? Yes. More bullets than the SNES could handle as hardware sprites, even if there were nothing else onscreen. Hence the Super FX, to draw them in software. ... I really need to get to work on the audio engine...
by 93143
Sat Jan 28, 2023 5:51 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 248
Views: 97245

Re: SNES Doom Source Released! Now What?

It's proceeding slowly. I've had to devote the bulk of my mental energy to real life, so I haven't been able to make much progress on actually finishing up this project. Part of the problem is that my actual job seems to use most of the same parts of my brain as this hobby, so the harder I try at it...
by 93143
Thu Jan 26, 2023 6:49 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 248
Views: 97245

Re: SNES Doom Source Released! Now What?

Off-topic to the current conversation but of curiosity what ever happened to that one trick that Randy Linden mentioned, something involving HDMA, that would have allowed the game to reach double its current speed? Was that not feasible? Oh, I'm sure it's feasible. It's just not trivial, and it's n...
by 93143
Wed Jan 25, 2023 9:04 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 248
Views: 97245

Re: SNES Doom Source Released! Now What?

Put the canvas in the tilemap. Each byte drawn to the tilemap represents two texels side by side. This unfortunately only works if the graphics are 4bpp. If any pixel can be any of 256 different colours (which is necessary in a Doom port, though not perhaps in a Doom-like indie knockoff), you need ...
by 93143
Wed Jan 25, 2023 7:36 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 248
Views: 97245

Re: SNES Doom Source Released! Now What?

No, the problem is that the whole viewport can't be updated in one shot because the bandwidth is too low. There's only so much data that can be updated between the last time the old frame is drawn to the TV and the first time the new frame is drawn, and any framebuffer data that doesn't fit in that ...
by 93143
Wed Jan 25, 2023 1:51 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 248
Views: 97245

Re: SNES Doom Source Released! Now What?

This has been bugging me for some time, but I never got around to fixing it. I've edited this post and this post to reflect the fact that Mode 7 increases the VRAM usage of a framebuffer. This is due to the fact that whether you're using pixel-as-texel or tile-as-texel format, you can't really use t...
by 93143
Tue Jan 24, 2023 6:59 pm
Forum: SNESdev
Topic: Is the Internet has more accuracy SPC rips?
Replies: 10
Views: 912

Re: Is the Internet has more accuracy SPC rips?

Oh hey. Thanks for the rip. I wasn't referring to the bonus intro (which is indeed in stereo), but rather the boot logo fanfare. It always plays in mono on first boot, so AFAIK the only way to hear it in stereo is to set the sound to stereo, get a game over, and let the game restart. I assumed the r...
by 93143
Thu Jan 05, 2023 11:20 pm
Forum: SNESdev
Topic: Gradius III FastROM hack slightly broken: can't access Arcade mode
Replies: 1
Views: 425

Re: Gradius III FastROM hack slightly broken: can't access Arcade mode

It appears there is at least one actual bug, beyond what I describe above. The Force Field powerup doesn't work properly - it seems to just take phantom hits until it's gone. This happens fairly quickly (on the order of a second or so), making the powerup entirely useless. I know this hack is a work...
by 93143
Sun Dec 18, 2022 5:04 pm
Forum: SNESdev
Topic: Gradius III FastROM hack slightly broken: can't access Arcade mode
Replies: 1
Views: 425

Gradius III FastROM hack slightly broken: can't access Arcade mode

I've been checking out a WIP FastROM hack of Gradius III that reduces slowdown without using the SA-1 (so it works on a Super Everdrive). I believe it's slidelljohn's hack with contributions by psycopathicteen and others. It's really quite nice; large swaths of the game seem to be slowdown-free, and...
by 93143
Thu Nov 17, 2022 1:37 pm
Forum: SNESdev
Topic: snes assembly - beginnings, a few questions (wla-65816)
Replies: 58
Views: 3806

Re: snes assembly - beginnings, a few questions (wla-65816)

inc isn't an instruction, or even an opcode. It's a mnemonic for the use of the assembler. It can be used to refer to several different 8-bit opcodes, each corresponding to a different addressing mode. Think of it this way. Bytes are just bytes. The CPU has no way of distinguishing a 2-byte address...
by 93143
Tue Nov 15, 2022 10:23 pm
Forum: SNESdev
Topic: snes assembly - beginnings, a few questions (wla-65816)
Replies: 58
Views: 3806

Re: snes assembly - beginnings, a few questions (wla-65816)

How to declare a higher WRAM BANK in WLA-DX WLA-65816? For example 01x0000? I'm pretty sure you can .DEFINE anything you want. If you must make a list of variables and sizes, apparently .RAMSECTION is designed to do this, but I've never used it. Why are you making a list of variables in high RAM an...
by 93143
Thu Sep 29, 2022 3:19 am
Forum: SNESdev
Topic: stretching the Super FX
Replies: 33
Views: 3590

Re: stretching the Super FX

tl;dr I think Randy's onto something. Probably not a full 100% performance improvement, but potentially a big chunk of that in spots. Vertical rasterization (which Doom is full of) is surprisingly expensive on Super FX, and the trick I think he's talking about can help with that.
by 93143
Mon Sep 26, 2022 5:12 pm
Forum: SNESdev
Topic: stretching the Super FX
Replies: 33
Views: 3590

Re: stretching the Super FX

So basically Randy Linden says that the doom cartrige had a max of 2MB rom - but not really confirming its the max of the FX chip https://www.youtube.com/watch?v=BIauSQ_hIgo&lc=UgyjN6whjKJar3Sxu4V4AaABAg Oh hey, that's new. Yeah, I'm not sure that's definitive. It certainly matches the conventi...
by 93143
Mon Sep 19, 2022 12:42 am
Forum: SNESdev
Topic: Hud
Replies: 7
Views: 1061

Re: Hud

Yes, you could. Like I said, ASP uses this for a small number of scanlines. It's also just for the mission start text, so the CPU load probably isn't all that important anyway. I use it for a large number of scanlines. I have a 192-line playfield (that's usually Mode 7) next to a Mode 1 sidebar, and...
by 93143
Sun Sep 18, 2022 9:19 pm
Forum: SNESdev
Topic: Hud
Replies: 7
Views: 1061

Re: Hud

Yes, that's easy. It's probably unnecessary too, because of how flexible the SNES is in terms of tile count and tilemap sizes. But you can't use a BG layer for the HUD if the level uses all of the available layers in the same area of the screen the HUD appears in. Mode 7 is particularly nasty becaus...