Search found 1603 matches

by 93143
Thu Sep 29, 2022 3:19 am
Forum: SNESdev
Topic: stretching the Super FX
Replies: 33
Views: 2664

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: 2664

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: 587

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: 587

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...
by 93143
Sun Sep 11, 2022 12:59 pm
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2635

Re: Tiled palette quantization tool

That works great; thanks! Problem solved.

Good to know about too...
by 93143
Sun Sep 11, 2022 3:30 am
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2635

Re: Tiled palette quantization tool

Lossless compression wouldn't cause any data corruption, which is why it's called that. Did you mean the opposite? Also, I don't see a setting for that. And like I said, downloading the same picture from this forum, instead of from Rilden's web tool, works perfectly fine. It could be something in th...
by 93143
Sun Sep 11, 2022 1:28 am
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2635

Re: Tiled palette quantization tool

Doesn't help. I get a better name that way, but the scatter is still there; either way I do it, the default nebula pic is 109 colours instead of 32.
by 93143
Sat Sep 10, 2022 10:43 pm
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2635

Re: Tiled palette quantization tool

Rilden wrote: Sat Sep 10, 2022 4:37 am What browser do you use?
Brave.

When I download an image from this forum, it works fine. It's only your demo page that gives me the weirdly scattered colours.

I'm right-clicking and selecting "Save image as...". Is there another way?
by 93143
Fri Sep 09, 2022 7:31 pm
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2635

Re: Tiled palette quantization tool

No, I mean the colours in the image I saved off your web page were approximately 15-bit RGB, but there was a bit of visible scatter in the colorcube plot, and there were over 200 unique 24-bit colours. When I posterized in GIMP, it dropped to 107 unique colours, and that result is what I've showed a...
by 93143
Fri Sep 09, 2022 1:48 am
Forum: SNESdev
Topic: Tiled palette quantization tool
Replies: 45
Views: 2635

Re: Tiled palette quantization tool

It seems to work better than whatever Randy Linden and Sculptured Software had access to back in '95. Starting with an 8bpp image at SNES resolution, containing 237 colours total: I used eight 16-colour palettes with common black and no dither, with "Fraction of pixels" = 1.0, to arrive at...
by 93143
Tue Sep 06, 2022 2:36 am
Forum: SNESdev
Topic: Re: Games without a SuperFX that feature rotation or scaling
Replies: 9
Views: 660

Re: Games without a SuperFX that feature rotation or scaling

Alisha's Adventure by psycopathicteen uses semi-live prerendering for sprite rotation, taking advantage of the 128 KB of WRAM. Scaling is easy. tepples came up with a reasonably fast table-based method on the NES, that could be extended for 16-bit operations if you wanted to burn some ROM. Even fast...
by 93143
Tue Aug 30, 2022 10:06 pm
Forum: SNESdev
Topic: SRAM protection?
Replies: 24
Views: 1288

Re: SRAM protection?

IIRC Mario Golf on N64 actually works that way. To prevent mulligans, it deletes your save when you load it.
by 93143
Sun Aug 14, 2022 10:15 pm
Forum: SNESdev
Topic: Question about black bars, again. . . .
Replies: 53
Views: 2477

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: 2477

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: 2477

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...