Search found 1591 matches

by 93143
Sun Aug 14, 2022 10:15 pm
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 1899

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

Yes we are all aware that both systems display in a 4:3 aspect ratio and use non-square pixels. Okay. The 298x224 was an approximation of how the arcade would look at 4:3, nothing more, nothing less. It was not trying to say this is what you need to scale to first or that it was the correct resolut...
by 93143
Sun Aug 14, 2022 6:45 pm
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 1899

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

I'm just saying for these particular CPS1/CPS2 ports from Capcom, the letterboxing could just root back to some arbitrary decision someone made with the first one they ported thinking letterboxing was the best way to deal with the resolution change. Who knows? But saying even if you put the arcade ...
by 93143
Sun Aug 14, 2022 5:28 pm
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 1899

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

No, I don't think that's right. Your proposal is: - rescale graphics to 7/9 horizontally, so they're correct with square pixels - scale the graphics down isotropically and letterbox the screen so that the playfield is 4:3 with square pixels and shows the same amount of stuff - but the SNES doesn't h...
by 93143
Sun Aug 14, 2022 3:32 pm
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 1899

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

Pretty sure the graphics were redrawn by hand. This was a professional job, after all. In fact you can see pretty easily that the SNES version is not a simple scale-down of the arcade version; look at the back of Ryu's tunic... Even with machine scaling, you'd still want to do hand touch-ups to avoi...
by 93143
Sun Aug 14, 2022 2:18 pm
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 1899

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

And there's still the issue that scaling down in just one dimension to that extent would cause noticeable distortions and stretching. Which is probably why Capcom also decided to scale down vertically so things wouldn't look as distorted. I think you're confused. The CPS1 and the SNES have basicall...
by 93143
Thu Aug 04, 2022 8:21 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 76
Views: 6141

Re: Kulor's Guide to Mode 7 Perspective Planes

performance isn't much worse with division than with multiplication (13 against 5 wait cycles I think) The 8-cycle 8x8 unsigned multiplier and 16-cycle 16/8 unsigned divider Remember also that the instruction that reads the answer doesn't read it right away; the opcode and address fetches count tow...
by 93143
Thu Aug 04, 2022 3:05 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 76
Views: 6141

Re: Kulor's Guide to Mode 7 Perspective Planes

I think it should be possible to make it quite fast, maybe one can fit some of the computation into the wait cycles. If you're willing to write larger, more integrated chunks of code rather than just using a divider subroutine or macro that has no knowledge of the calling code, it should be possibl...
by 93143
Thu Aug 04, 2022 1:34 pm
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 76
Views: 6141

Re: Kulor's Guide to Mode 7 Perspective Planes

However, actually I think this kind of interpolation would not buy a real benefit on snes hardware because everything has to be done with lookup tables anyway (because mode7 hardware is busy so no hardware multiplication or division). Even if hardware was used, performance isn't much worse with div...
by 93143
Wed Aug 03, 2022 3:28 pm
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1321

Re: Two simultaenous mode 7 textures?

FastROM How? No emulator would allow my clock trick (there's no way to even specify it in any existing format), and Star Fox doesn't use CPU ROM. You could set $420D, but it shouldn't do anything. I doubt the S-CPU is the bottleneck anyway. The game as programmed allegedly caps at 20 fps. You'd pro...
by 93143
Wed Aug 03, 2022 1:01 pm
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1321

Re: Two simultaenous mode 7 textures?

With doubled speed running in cache, and 17% faster bus access, and enough RAM to double-buffer on the Super FX side, I suspect it could very well have run at 30 fps. There should be enough DMA bandwidth for that, although it's a bit tight. I don't think the game as programmed tries to exceed 20.
by 93143
Tue Aug 02, 2022 7:03 pm
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1321

Re: Two simultaneous mode 7 textures?

Using EXTBG makes a BG2 available in Mode 7. It's identical to BG1 (it uses the same pixel fetch from VRAM, so you can't scroll it separately or anything) except that the top bit of the CGRAM index is repurposed as a priority bit. This has the side effect of translating colour indices from 128 to 25...
by 93143
Tue Aug 02, 2022 5:22 pm
Forum: SNESdev
Topic: Two simultaneous mode 7 textures?
Replies: 39
Views: 1321

Re: Kulor's Guide to Mode 7 Perspective Planes

iNCEPTIONAL wrote: Tue Aug 02, 2022 2:54 pmI'm actually thinking of the Mode 7 ground just scrolling to the left in my shmup game anyway
You shouldn't need Mode 7 for that. Linescroll works fine.
by 93143
Mon Aug 01, 2022 1:03 pm
Forum: SNESdev
Topic: Regarding SNES' object limitations
Replies: 119
Views: 4439

Re: Regarding SNES' object limitations

Do you know the difference between an object and a hardware sprite? There's a terminology issue here. Nintendo's official name for a hardware sprite is "object" (OBJ). The common non-programmer term for a metasprite is "sprite", and "metasprite" itself is unofficial an...
by 93143
Sun Jul 31, 2022 11:04 pm
Forum: phpBB Issues
Topic: Some images are broken in Chrome, but not Firefox
Replies: 7
Views: 503

Re: Kulor's Guide to Mode 7 Perspective Planes

Images are broken in Brave.

I haven't read the writeup yet; I must go to bed.
by 93143
Sat Jul 30, 2022 12:04 pm
Forum: SNESdev
Topic: So, regarding the sprites per scanline . . .
Replies: 60
Views: 2237

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

Or, in H32 mode: 64 Sprites total 16 Sprites per scanline 32 8x8 Sprite tiles per scanline 256 Sprite pixels per scanline The Mega Drive has slightly less % screen coverage than the SNES in both modes - 100% instead of 106.25%. But it supports more tiles/pixels per scanline in H40 mode than the SNES...