Search found 418 matches

by Nikku4211
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...
by Nikku4211
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...
by Nikku4211
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...
by Nikku4211
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...
by Nikku4211
Sat Aug 15, 2020 9:39 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 197
Views: 119105

Re: [demo] SNES Sonic

creaothceann wrote: Sat Aug 15, 2020 5:07 am This is SEGA, not Nintendo or Square...
Yeah, but even Sega has standards.
by Nikku4211
Fri Aug 14, 2020 9:34 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 197
Views: 119105

Re: [demo] SNES Sonic

tokumaru wrote: Fri Aug 14, 2020 8:34 pm There used to be a link to the ROM in the first post, but it's been edited out for some reason...
Maybe they took it out because of concern for Sega C&Ding their arse?
by Nikku4211
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...
by Nikku4211
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.
by Nikku4211
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...
by Nikku4211
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!
by Nikku4211
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 ...
by Nikku4211
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...
by Nikku4211
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.
by Nikku4211
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 ...
by Nikku4211
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...