Search found 24 matches

by rchoudhary
Tue Apr 30, 2019 12:12 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 29614

Re: How to show graphics on the screen?

So I've been following along with what you said. I made the two frames as PNGs and converted them with superfamiconv: (base) graphics $ superfamiconv -p palette.pal -i frame0.png -t frame0.chr -m frame0.map -v Loaded image from "frame0.png" (256x224, indexed color) Mapping optimized palett...
by rchoudhary
Mon Apr 29, 2019 4:09 pm
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 29614

Re: How to show graphics on the screen?

Mode 1 would probably be fine, and use of only 1 background (or use 2, putting the confetti on BG1 and the balloons on BG2, since it looks to me like the confetti is "in front of" the balloons), and 32x32 size (single-screen). Pre-organise your tile map (a.k.a. nametable or "screen d...
by rchoudhary
Sun Apr 28, 2019 11:04 pm
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 29614

How to show graphics on the screen?

I want to render this scene: https://i.imgur.com/pJy0bxS.gif I've watched the Super NES Features playlist on youtube by Retro Game Mechanics Explained, so I have a good high-level idea on how to accomplish this. These are all the colors I use in the scene: https://i.imgur.com/C3VAMgZ.png The entire ...
by rchoudhary
Fri Apr 12, 2019 3:16 pm
Forum: SNESdev
Topic: Tilemap/colormap from Super Mario World looks like garbage?
Replies: 13
Views: 9296

Re: Tilemap/colormap from Super Mario World looks like garba

This compression format is not tied to the SNES right? Like the code to decompress the graphics is in the Mario game itself?

Are there any SNES games with uncompressed graphics?
by rchoudhary
Fri Apr 12, 2019 1:31 pm
Forum: SNESdev
Topic: Tilemap/colormap from Super Mario World looks like garbage?
Replies: 13
Views: 9296

Re: Tilemap/colormap from Super Mario World looks like garba

lidnariq wrote:to save space the game will compress that graphics data.
How do they compress it, and how does the SNES uncompress it?

How can I see/manipulate the tilemap? Is YY-CHR capable of it? Not sure why it has SNES mode if it's not gonna uncompress the data... Is there another program I can use?
by rchoudhary
Fri Apr 12, 2019 12:36 pm
Forum: SNESdev
Topic: Tilemap/colormap from Super Mario World looks like garbage?
Replies: 13
Views: 9296

Tilemap/colormap from Super Mario World looks like garbage?

So I downloaded YY-CHR (.NET version) to see what the tilemap and colormap look like from an actual SNES game. I downloaded Super Mario World.smc from the internet (and it works perfectly on the BSNES emulator). I opened it up in YY-CHR and got this weird thing that looks almost like random noise .....
by rchoudhary
Thu Apr 11, 2019 9:46 am
Forum: SNESdev
Topic: Need help understanding how the Color Data Register works
Replies: 9
Views: 7651

Re: Need help understanding how the Color Data Register work

I ask you seriously: does "why" matter? Well in terms of meeting the goals of my project, not at all. But computer/system architecture is really fascinating to me. It's hard for me to shake the itch to know what the heck is going on under the surface, and having taken Computer Architectur...
by rchoudhary
Wed Apr 10, 2019 10:01 pm
Forum: SNESdev
Topic: Need help understanding how the Color Data Register works
Replies: 9
Views: 7651

Re: Need help understanding how the Color Data Register work

The reason for this is that $2122 is not actually memory! When you read/write an address from $2100-$21ff, you're actually communicating with the PPU, the SNES's graphics chip. When you write to $2122 the first time, the PPU stores that byte somewhere inside itself, and once you write the second by...
by rchoudhary
Wed Apr 10, 2019 4:34 pm
Forum: SNESdev
Topic: Need help understanding how the Color Data Register works
Replies: 9
Views: 7651

Need help understanding how the Color Data Register works

I'm just starting out with SNES development. I found some code to set the background color. The color format is as such: It said that the $2122 refers to the Color Data Register and that the format is 0bbbbbgggggrrrrr . I also know that the SNES is byte-addressable, thus every address refers to an 8...