Search found 418 matches
- Thu Aug 20, 2020 2:42 pm
- Forum: SNESdev
- Topic: SNES native 3D performance ST-NICC no SFX demo
- Replies: 72
- Views: 22649
Re: SNES native 3D performance ST-NICC no SFX demo
The issue is the VBlank time. NTSC has this tiny small useless VBlank period. While PAL has basically double the VBlank this means we can DMA an entire frame to VRAM in 1 Vblank, so we don't have to double buffer VRAM. So while we could run it on NTSC and say its 3 frames on pal, it would drop to 4...
- Wed Aug 19, 2020 4:15 pm
- Forum: SNESdev
- Topic: SNES native 3D performance ST-NICC no SFX demo
- Replies: 72
- Views: 22649
Re: SNES native 3D performance ST-NICC no SFX demo
I wish this demo worked on my NTSC RetroDuo. I'm not European, so both my RetroDuo and my HDTV use NTSC, which the demo wasn't made for. I know PAL has 100 more lines than NTSC does, which gives you more time to render the vectors per each frame pair. At the same time, making a demo that's NTSC-comp...
- Tue Aug 18, 2020 10:41 am
- Forum: SNESdev
- Topic: [demo] SNES Sonic
- Replies: 197
- Views: 119105
Re: [demo] SNES Sonic
Imagine how hard it'd be on a 21 mHz ARM. That's why I referenced the DS emulating an entire Genesis as it has a 33MHz ARM7 and a 67MHz ARM9, and as we all know that doesn't automatically equal a 100MHz single core ARM CPU. But the ARMv3 is slower than both of them, and even worse, it's ARMv3, rath...
- Mon Aug 17, 2020 6:44 pm
- Forum: SNESdev
- Topic: [demo] SNES Sonic
- Replies: 197
- Views: 119105
Re: [demo] SNES Sonic
Though the ST018 would make it no longer compatible with sd2snes... (ST018 uses a freakin' 21MHz ARM CPU after all!) Yeah, that would make it hard to play on a real console. I'd rather just use the SPC700, where there's much less hassle. Using an ARM just for some music is ridiculous. I mean, it wo...
- Sat Aug 15, 2020 9:39 am
- Forum: SNESdev
- Topic: [demo] SNES Sonic
- Replies: 197
- Views: 119105
Re: [demo] SNES Sonic
Yeah, but even Sega has standards.
- Fri Aug 14, 2020 9:34 pm
- Forum: SNESdev
- Topic: [demo] SNES Sonic
- Replies: 197
- Views: 119105
- Tue Aug 11, 2020 4:16 pm
- Forum: SNESdev
- Topic: [demo] SNES Sonic
- Replies: 197
- Views: 119105
Re: [demo] SNES Sonic
Thanks! I'm actually a multi-system fan kkk (from 8bit to psx/saturn). I still want to try something on the PC-Engine, that HuC6280 is a rocket! Oh, that's a pleasant surprise. I'm a multi-system fan too. Also watch where you type those Ks. I know they mean lol in Portuguese, but in an English-lang...
- Fri Aug 07, 2020 8:25 pm
- Forum: SNESdev
- Topic: Tips on saving space for your SNES homebrews.
- Replies: 12
- Views: 6059
Re: Tips on saving space for your SNES homebrews.
5. Use 2BPP background graphics. They take up less space in VRAM.
- Fri Aug 07, 2020 11:00 am
- Forum: SNESdev
- Topic: [demo] SNES Sonic
- Replies: 197
- Views: 119105
Re: [demo] SNES Sonic
Also, from a coding perspective, it's actually really fun to think of ways to make the hardware do things it wasn't supposed to, so instead of saying "this is impossible on this console" (which a lot of people who aren't even programmers love to say), I find it much more constructive to t...
- Thu Aug 06, 2020 5:49 pm
- Forum: SNESdev
- Topic: [demo] SNES Sonic
- Replies: 197
- Views: 119105
Re: [demo] SNES Sonic
I've played it, and it's surprisingly competent for an unfinished fan-made port. I couldn't notice any inaccuracies (other than the fact that you can't die, obviously, and the level being incomplete) myself.
I'm even surprised the game's music is in here.
Tiago! Tiago! You're a mad geinus!
I'm even surprised the game's music is in here.
Tiago! Tiago! You're a mad geinus!
- Fri Jul 31, 2020 7:14 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
Double-high might be easier to render and thus slightly more performant, because the framebuffer format is simpler, although it's the same number of pixels. However, I'm not convinced it would look better overall. It depends on the material. Like I said, a lot of the edges in this game are at less ...
- Fri Jul 31, 2020 12:23 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
I've done a test of the two possible low-detail methods, using a high-resolution phone screenshot I found. I scaled it down nearest-neighbour, forced it into the Doom palette, and posterized it to 15-bit RGB, then ran it through blargg's NTSC filter (with a bit of post-processing to improve the con...
- Fri Jul 31, 2020 12:11 pm
- Forum: SNESdev
- Topic: Bullets hell demo
- Replies: 10
- Views: 8815
Re: Bullets hell demo
Oh fuck...
Thank you.
Thank you.
- Thu Jul 30, 2020 8:33 pm
- Forum: SNESdev
- Topic: Good free snes cart design
- Replies: 4
- Views: 5104
Re: Good free snes cart design
Hello, i am wondering to do my own snes reproductions, but i saw lot of different designs to buy and some free. What one do you guys recommend? Lo Rom simple and with save, hi Rom. Any pcbs that you have thanks Can you please link the designs you have found so that we can know exactly what you are ...
- Thu Jul 30, 2020 6:52 pm
- Forum: SNESdev
- Topic: Bullets hell demo
- Replies: 10
- Views: 8815
Re: Bullets hell demo
Hi guys, someone posted a video, of a snes's bullets hell demo, what do you think ??. https://www.youtube.com/watch?v=Gc9TeVAR3Rk&feature=emb_logo Unfortunately, there is no additional informations about this demo . The video has been privatised. I don't know who uploaded it, but as there's a c...