Search found 2995 matches

by psycopathicteen
Mon Jun 14, 2010 3:52 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

Which is better?

first 6k dynamic
last 10k standard

or

first 4k dynamic
last 12k standard
by psycopathicteen
Mon Jun 14, 2010 3:07 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

Unfortunately my game has more than 48 sprites onscreen already.
by psycopathicteen
Mon Jun 14, 2010 1:44 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 8747

dynamic animation

This morning I had the idea of programming my own little dynamic animation engine that allows up to 48 16x16 sprites to be animated at 60 fps directly from the cart without the v-ram limitations. Sure 48 sprites isn't the max amount of sprites the Snes can display, but I'm limiting the amount to 48 ...
by psycopathicteen
Sun Jun 13, 2010 12:01 pm
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 22574

If you consider "well explored" as in using hacked on hardware special effects just to make use of hacked on hardware special effects, then I agree it was well explored. But if you consider "well explored" as in programming original special effects through creative use of hacked...
by psycopathicteen
Sun Jun 13, 2010 10:55 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 22574

I think during the SNES lifetime, the hardware was explored pretty well. It was the most popular system of its era and the developers were quite competitive. They HAD to be. If you consider "well explored" as in using hacked on hardware special effects just to make use of hacked on hardwa...
by psycopathicteen
Sat Jun 12, 2010 6:40 pm
Forum: SNESdev
Topic: Where is Super NES homebrew?
Replies: 34
Views: 21651

I think I figured out how to do it. Have two seperate sets of coordinates, one set will be the playfield coordinates, the other the collision coordinates. When the player sprite is in walking/standing mode his movement will be calculated with the collision coordinate and converting the updated colli...
by psycopathicteen
Sat Jun 12, 2010 5:24 pm
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 22574

I think during the SNES lifetime, the hardware was explored pretty well. It was the most popular system of its era and the developers were quite competitive. They HAD to be. If you consider "well explored" as in using hacked on hardware special effects just to make use of hacked on hardwa...
by psycopathicteen
Sat Jun 12, 2010 3:46 pm
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 22574

I know WHY they cut corners, I asked WHAT corners do they cut?

Yes, I get it, programmers don't spend time optimizing their codes, but intentionally slowing your codes down doesn't make the clock in your office run backwards either?
by psycopathicteen
Sat Jun 12, 2010 1:23 pm
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 22574

Eventhough I understand that programmers had a limited time to program games, I still don't understand what exactly they cut corners to finish their games on time.
by psycopathicteen
Sat Jun 12, 2010 11:56 am
Forum: SNESdev
Topic: Where is Super NES homebrew?
Replies: 34
Views: 21651

I'm thinking about a "floor & ceiling tilting level" after the first miniboss. The visual effect would be pretty easy to do, but I'm a little afraid the collision detection would be complicated to program since I already wrote the tile collision detection routine to work with upright t...
by psycopathicteen
Sat Jun 12, 2010 8:22 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 22574

6502 said: And no, we are not being content with what is possible, we bitch constantly about what is NOT possible. Eventhough I'm with Tomaitheous with the idea of a PPU to cart bus, you bring up a good point about bitching about what is not possible and not being happy about what is possible. I can...
by psycopathicteen
Thu Jun 10, 2010 11:32 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 22574

I've heard that the 65816 requires memory clocked twice as fast because it only accesses memory for half a cycle instead of the whole cycle like the majority of other cpus, forcing 5.37 Mhz memory to be used like 2.68 Mhz, and 7.16 Mhz to be used like 3.58 Mhz. I don't understand why Nintendo/Ricoh ...
by psycopathicteen
Thu Jun 10, 2010 11:12 am
Forum: SNESdev
Topic: Where is Super NES homebrew?
Replies: 34
Views: 21651

I was joking.
by psycopathicteen
Thu Jun 10, 2010 7:59 am
Forum: SNESdev
Topic: Where is Super NES homebrew?
Replies: 34
Views: 21651

Imagine a game that alternates four-second snatches of gameplay with four-second unskippable cut scenes. WarioWare series has a 1:1 gameplay to cut scene ratio, but in context, it doesn't bother me. If the cutscenes are not fullscreen, both the casual gamers and the technical gamers would be pissed...
by psycopathicteen
Wed Jun 09, 2010 12:11 pm
Forum: General Stuff
Topic: Why did liscense developers always have over-inflated egos?
Replies: 21
Views: 7094

Treasure's Gunstar Heroes interview, and an interview with Factor 5. I'd also like to see those interviews. Because, especially in the case of Factor 5, I think they pushed the hardware quite far. Super Turrican 2 is a thing of beauty. Not that there isn't still room left to make something even mor...