Search found 1374 matches

by 93143
Wed Jan 19, 2022 5:16 pm
Forum: SNESdev
Topic: Porting Cyberdogs to Super Nintendo
Replies: 4
Views: 160

Re: Porting Cyberdogs to Super Nintendo

Yes, I guess you're right, I was being too pessimistic about this initially. However there is also different stuff like the frames of the explosion and the different weapon icons which are quite large. Well, like I said I haven't done any analysis. I'm just going by the fact that it doesn't look al...
by 93143
Wed Jan 19, 2022 2:35 pm
Forum: SNESdev
Topic: Porting Cyberdogs to Super Nintendo
Replies: 4
Views: 160

Re: Porting Cyberdogs to Super Nintendo

It doesn't look to me like it should have a VRAM problem - though of course I haven't actually done any real analysis; this is just from eyeballing the apparent complexity of the onscreen graphics. You have 16 KB for sprites, which is enough for 32 unique 32x32 blocks, or 128 16x16 blocks, or 512 8x...
by 93143
Wed Jan 12, 2022 10:26 pm
Forum: SNESdev
Topic: Dynamically updating tiles in mode 7 BG tileset
Replies: 7
Views: 415

Re: Dynamically updating tiles in mode 7 BG tileset

The actual AoF2 of snes do F-blanking during the first 8 pixels, and the last 8 pixels of every scanline. You sure about that? Just because that part is black doesn't mean it's forced blank - in fact, it's incredibly unlikely, because forced blank during HBlank would disable or glitch out sprites (...
by 93143
Sat Dec 04, 2021 10:12 pm
Forum: General Stuff
Topic: Back!
Replies: 29
Views: 2729

Re: Back!

Well, that's a pleasant surprise. I really have missed this place.
by 93143
Sun Jun 20, 2021 9:11 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

Are you sure it was the top portion that was off? That seems very weird.

Keep in mind that "neutral" vscroll on SNES is -1 because of the blank line 0.
by 93143
Sun Jun 20, 2021 5:21 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

Excellent! I figured there was probably some way to rig the table to get away with a minimum of rewriting, but I decided not to complicate things... anyway, it's good to hear you got it working. One question - why does the initial scroll value ($7E:8001) get decremented? Is that just the normal scro...
by 93143
Sun Jun 20, 2021 4:11 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

Yeah, that's the concept. You can poke locations on the B bus in between scanlines. This may be why the DMA unit has 8 channels, because it means you can poke up to 8 different locations. It's mostly a way to automate raster effects, although it's flexible enough that homebrewers have even used it t...
by 93143
Sun Jun 20, 2021 1:47 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

infidelity wrote: Sun Jun 20, 2021 5:17 amEverything honestly.
Can you describe in your own words what you think HDMA is?
by 93143
Sat Jun 19, 2021 6:40 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

Are you having trouble with the concept, or the details?
by 93143
Sat Jun 19, 2021 4:24 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

Don't you have to modify the line count and scroll values in the table? You can't use ROM for that unless you (a) use indirect mode and have the addresses in the table point to RAM, or (b) waste a bunch of ROM on a couple hundred tables, one for each possible position of the split.
by 93143
Sat Jun 19, 2021 2:49 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

You didn't read my post. You can't use just four bytes for the table. The first byte is the number of lines to wait (up to 127) after the first data shot before doing the second data shot. The next thing in the table is that first data shot, which happens on line 0. If that's the only thing in your ...
by 93143
Sat Jun 19, 2021 12:26 pm
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

HDMA stays on indefinitely once you set $420C. It just takes over the bus briefly every now and then to do its thing; it's very low-overhead. You should be able to turn it on once at the beginning of the game mode that uses it, and just adjust the table every frame to keep pace with the scroll seam....
by 93143
Sat Jun 19, 2021 10:57 am
Forum: SNESdev
Topic: Need guidance with nes to snes. UPDATE: Port Complete of Mega Man IV + MSU-1
Replies: 335
Views: 92414

Re: Need guidance with nes to snes.

It's a bit more complicated than that. First, an HDMA channel will always write something on line 0 (unless it's started during the active frame, which is a bit fiddly); the line count in the table is the number of lines to wait after doing the transfer, even though it comes before the data in the t...
by 93143
Tue Jun 15, 2021 8:40 pm
Forum: SNESdev
Topic: Fast 2D blitting on Super FX
Replies: 22
Views: 16909

Re: Fast 2D blitting on Super FX

Speaking of shifting, I found that using a table of random numbers was (in my application, which required simultaneous access to a sine table in a different bank) not dramatically faster than just running xorshift16 I think I can do better than that: [...] 23 cycles instead of 28. Nipping at the he...
by 93143
Fri Jun 04, 2021 1:53 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 148
Views: 85904

Re: SNES Doom Source Released! Now What?

Just curious, is there people actively working on any kind of upgrades for the source code? Actively? Not that I'm aware of. But I'm not very plugged into the Doom scene. There was a small hack that added circle-strafing and fixed an item name display bug, but that was a while back and not much els...