Search found 49 matches
- Wed Nov 06, 2019 12:34 am
- Forum: Other Retro Dev
- Topic: Is anyone interested in brand new games for Nintendo 64?
- Replies: 10
- Views: 11527
Re: Is anyone interested in brand new games for Nintendo 64?
Sorry I didn't clarify my question well. I meant: whether it does make sense to make games for N64 as long as it just has the ordinary modern 3d graphics but having low resolution, low framerate, low polycount, low texture resolution, primitive animations and etc. The modern 3d games provide all the ...
- Wed Nov 06, 2019 12:19 am
- Forum: Other Retro Dev
- Topic: Diving into the ZX Spectrum?
- Replies: 29
- Views: 38717
Re: Diving into the ZX Spectrum?
Exactly! The effective frame rate is very low because everything is done in software. And that's actually another tip from Speccy telling you: it's the wrong tool. At the end of the day you can't even blame Speccy for its ugly graphics! Because (once again) it wasn't made to be used for gaming at ...
- Tue Nov 05, 2019 10:52 am
- Forum: Other Retro Dev
- Topic: Diving into the ZX Spectrum?
- Replies: 29
- Views: 38717
Re: Diving into the ZX Spectrum?
Even Sir Clive Marles Sinclair against it! Sorry I can't find the exact words. Someone asked him about his regrets and he answered that Spectrum hasn't been designed for gaming at all. "It was intended to be a computer for useful work but not useless gaming." That's why it has such terrible graphics ...
- Tue Nov 05, 2019 10:31 am
- Forum: Other Retro Dev
- Topic: Is anyone interested in brand new games for Nintendo 64?
- Replies: 10
- Views: 11527
Is anyone interested in brand new games for Nintendo 64?
Is anyone interested in brand new games for Nintendo 64?
- Sat Oct 26, 2019 4:07 pm
- Forum: NESdev
- Topic: What is the most popular assembler used for NES?
- Replies: 10
- Views: 12214
Re: What is the most popular assembler used for NES?
Thanks! I will try them.
- Sat Oct 26, 2019 2:19 pm
- Forum: NESdev
- Topic: What is the most popular assembler used for NES?
- Replies: 10
- Views: 12214
What is the most popular assembler used for NES?
What is the most popular assembler used for NES?
- Sun Aug 04, 2019 3:58 pm
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
No problem!
Still cool!
I decided to start learning SNES development.
I will be back after I have some demos.
Thanks a lot for your help guys!
Still cool!
I decided to start learning SNES development.
I will be back after I have some demos.
Thanks a lot for your help guys!
- Sun Aug 04, 2019 3:23 am
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
Really cool! Despite 4 pixel wide "pixels" it's still cool just as a demo. 256x172 20 fps is quite enough for a playable game. 4bpp right? I plan to make a game (first person shooter) using an additional GPU to produce graphics and I need to display it. But I would like to display it a bit faster ...
- Sat Aug 03, 2019 3:10 am
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
Thanks a lot for your help 93143! Yep. It was me around here 4 years ago with the similar question. Time runs so fast... 4 years passed since then. 256x188 8bpp 15fps. acceptable. I will try to implement it. Cool! I didn't know SNES is able to "blast process". As far I know that colour trick when ...
- Fri Aug 02, 2019 12:55 pm
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
60 fps isn't the objective at all. It's obvious it's unreachable for direct colour. We know that this (224x192 + 4bpp + 30 fps + double buffer) is possible. At this moment I would really like to know what the max viewport I could achieve for a 8bpp color and 15-20 fps ( I don't know for sure but I ...
- Fri Aug 02, 2019 8:49 am
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
224x192 4bpp 30 fps.
Not bad!
However bad that 4bpp only.
Not bad!
However bad that 4bpp only.
- Fri Aug 02, 2019 5:56 am
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
It seems something psychological caused my false perception. Am I right that double buffering is impossible if I use 224x192 8bpp resolution because there is no room for double buffer in 64 kB VRAM? I was able to made double buffering on Sega having 64 kB VRAM because Sega was able to transfer 50 ...
- Fri Aug 02, 2019 3:22 am
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
Thanks a lot guys for your help! Now everything is clear. Concerning a lower frame rate: I have played a lot of Sega games and a lot of SNES games and I found that the latter ones have lower frame rates. Maybe it's not so. I haven't checked it very well. It's just my assumption. Maybe it's my biased ...
- Thu Aug 01, 2019 6:30 pm
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
What I can see so far is: There is the Mode 3 having an 8-bit color for each pixel. Each pixel needs 1 byte. DMA bandwidth is around 170 bytes per scanline. To fill the screen with a 256x224 image one needs 57344 bytes. We get 6.76 fps if we transfer the data from ROM to VRAM only during the vblank ...
- Thu Aug 01, 2019 1:40 pm
- Forum: SNESdev
- Topic: How SuperFX assisted games displayed?
- Replies: 44
- Views: 28098
Re: How SuperFX assisted games displayed?
Hi! Sorry that my question was not exact. I am not experienced in SNES development. However I have experience in Sega Genesis development. Also I have checked SNES' hardware and couldn't find any way to make "direct colour" at a reasonable fps. I was just curious maybe I missed something and someone ...