Search found 418 matches
- Thu Jul 30, 2020 3:30 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
When the objects are enough far there is a lose of definition, right?. Right. Go play the original SNES Doom. You basically have to get good at identifying small groups of pixels that are changing every frame even when you stand still, because those are typically monsters. Go play the original DOS ...
- Wed Jul 29, 2020 9:06 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
Note: the largest BG-type framebuffer supported by the Super FX is 192 lines high. I believe that it is possible to draw in OBJ mode (which is 256x256) in 8bpp; however, this turns out to be unnecessary, as it happens that both horizontal (mosaic trick) and vertical (linescroll) low-detail modes wo...
- Wed Jul 29, 2020 8:35 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
That's somewhat apples-to-oranges. Your "square pixel display" is 240p, which is not any more "correct" than the 320x200 video mode Doom uses, which would be 4:3 on a properly adjusted CRT monitor. A ~4:3 NTSC SNES image is 224p. So the scaling factor is different, and my 36-lin...
- Tue Jul 28, 2020 8:22 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
What do you mean? The HUD (I assume you mean the status bar) is exactly 32 scanlines, on both the PC version and the SNES version. Even if you scaled it up to account for the higher vertical resolution on the SNES (when not letterboxed) vs. PC, you'd still only get 36 lines for NTSC or 38 for PAL. ...
- Mon Jul 27, 2020 9:16 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
Note that as far as I am aware, the VRAM HDMA trick was only demonstrated to work earlier this year, and would probably not have been used by any developer back in the '90s. It also causes the sprite layer to glitch out, so sprites have to be turned off in areas of the screen where VRAM HDMA is occ...
- Sat Jul 25, 2020 4:24 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
Uh... It appears Randy Linden has been reading my posts. I got linked on Doomworld and now he says he likes my mosaic trick for low-detail mode. Time to shill my very own SNES homebrew. Hey Lindy! Are you reading? My YM2413 mixtape is lit! I gotta say, this one change (circle-strafing) is a huge im...
- Fri Jul 24, 2020 11:00 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
- Thu Jul 23, 2020 1:59 pm
- Forum: SNESdev
- Topic: Sprite compression help
- Replies: 5
- Views: 4124
Re: Sprite compression help
Whenever you compress, you have to decompress the compressed data into RAM in order to show those graphics.LucianoTheWindowsFan wrote: ↑Wed Jul 22, 2020 2:54 pm
I was working on "Fox Chat" for the SNES and I compressed the graphics of the title screen to save space using this method, so how I can make it show in game instead of garbage?
- Thu Jul 23, 2020 11:24 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
Well, I think someone should get to porting Doom's basic internal game logic to the 65816. I personally wouldn't care what expansion is used as long as someone writes an OG SD2SNES FPGA solution for it. :lol: Yeah, it might sound contradictory, but I do think it'd be interesting if Doom's basic int...
- Wed Jul 22, 2020 7:40 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
As I've discussed elsewhere, I believe that if you're porting an easily accessible game to a retro system like the SNES, it can't be just because you want to play it but can't afford a computer. It has to be at least partly to explore the limits of what the target platform can handle. Otherwise wha...
- Wed Jul 22, 2020 4:32 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
I may have missed something, but from what I could tell by looking at the source, it seemed like the SNES wasn't doing much more than control input and PPU and audio interface tasks. Randy said something similar in the interview. I think the heavy-duty engine work like BSP and blockmap is done by t...
- Wed Jul 22, 2020 11:23 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
As long as we're handwaving, the next step is clearly putting a 486 on a cart. https://ohol.se/snes-cartridge-power says a normal ROM cart pulls 30 mW, and the biggest SuperFX 520 mW. So 490 mW is clearly allowed. 486s were available as low as 1 W at the then-current 1000nm production. It doesn't t...
- Tue Jul 21, 2020 11:11 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
Why 25? It isn't a factor of 60. You'd be looking at a mix of 2 and 3 refreshes per frame, and it might look uneven (though to be fair, frame time isn't likely to be rock solid regardless of the nominal rate). The original was 35 fps because the monitor refresh rate was 70 Hz. I don't know. I guess...
- Tue Jul 21, 2020 2:51 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
I was going to complain that 60 fps at 8bpp is physically impossible without shrinking the display even more, even using low-detail mode with the mosaic trick to halve the size of the framebuffer. But then I remembered that VRAM DMA during HBlank is possible. I think 216x176 with a 108x144 8bpp ren...
- Tue Jul 21, 2020 10:13 am
- Forum: SNESdev
- Topic: Sprite compression help
- Replies: 5
- Views: 4124