Search found 2995 matches
- Thu Jun 04, 2020 1:35 pm
- Forum: SNESdev
- Topic: Gauss Table Creation
- Replies: 36
- Views: 30779
Re: Gauss Table Creation
We found out it's not an exact Gaussian.
- Wed Jun 03, 2020 5:23 pm
- Forum: SNESdev
- Topic: Gauss Table Creation
- Replies: 36
- Views: 30779
Re: Gauss Table Creation
Does anybody have a fourier transform of this? I feel like looking the FFT will explain a lot.
- Mon Jun 01, 2020 4:21 pm
- Forum: SNESdev
- Topic: Gauss Table Creation
- Replies: 36
- Views: 30779
Re: Gauss Table Creation
Why is it that when I plug the equation into my TI-84 graphing calculator, some of the values differ slightly?
- Fri Apr 24, 2020 7:23 pm
- Forum: SNESdev
- Topic: camera scroll walls
- Replies: 1
- Views: 2701
camera scroll walls
Has anybody ever looked into how games are able to restrict camera movement in certain parts of levels, such as having only horizontal scrolling in one part of the level, vertical scrolling in another section, diagonals in the next section, and free scrolling in the next section?
- Wed Apr 22, 2020 10:20 am
- Forum: SNESdev
- Topic: Internal OAM address sprite evaluation
- Replies: 17
- Views: 19002
Re: Internal OAM address sprite evaluation
Bump
I'm still wondering how, if you write to OAM mid frame, you would make sure X byte goes to X, Y byte goes to Y, and the hioam byte goes to hioam.
I'm still wondering how, if you write to OAM mid frame, you would make sure X byte goes to X, Y byte goes to Y, and the hioam byte goes to hioam.
- Tue Apr 21, 2020 2:05 pm
- Forum: NES Graphics
- Topic: Does the NES color palette actually vary more than the SNES on TV sets?
- Replies: 9
- Views: 6647
Re: Does the NES color palette actually vary more than the SNES on TV sets?
If CRTs are capable of displaying colors out of the RGB cube, then that explains why NES colors are so hard to emulate. No, that's not it. Both TVs and CRT computer monitors used the same phosphors and had the same CIE primary coordinates. Things might be too dark, but color rendition is otherwise ...
- Tue Apr 21, 2020 7:54 am
- Forum: NES Graphics
- Topic: Does the NES color palette actually vary more than the SNES on TV sets?
- Replies: 9
- Views: 6647
Re: Does the NES color palette actually vary more than the SNES on TV sets?
If CRTs are capable of displaying colors out of the RGB cube, then that explains why NES colors are so hard to emulate. My phone has a wider color gamut than my computer screen does. I'll bring up drag's NES palette generator on both and see if I can get a better looking NES palette on my phone. Of ...
- Mon Apr 20, 2020 4:05 pm
- Forum: NES Graphics
- Topic: Does the NES color palette actually vary more than the SNES on TV sets?
- Replies: 9
- Views: 6647
Re: Does the NES color palette actually vary more than the SNES on TV sets?
I just thought about something. Were CRTs capable of displaying color that would've been outside the intended RGB cube? Obviously if a color was too dark, it would have to be clipped, but if a color was too bright was there anything restricting a CRT from displaying it?
- Mon Apr 20, 2020 10:25 am
- Forum: NES Graphics
- Topic: Does the NES color palette actually vary more than the SNES on TV sets?
- Replies: 9
- Views: 6647
Does the NES color palette actually vary more than the SNES on TV sets?
If you adjust your tv's color settings it changes the colors of everything it recieves from composite or RF. I've heard people claim that the NES "varies more" than the SNES depending on the color settings but I wonder why that is? Does this have more to do with the fact that NES emulators...
- Sun Apr 19, 2020 2:34 pm
- Forum: SNESdev
- Topic: Writing to VRAM during HBlank
- Replies: 12
- Views: 7377
Re: Writing to VRAM during HBlank
A 12MB (or 96 megabits) SNES cartridge could contain 21 seconds of 256x224 4bpp video at 20fps uncompressed.
- Sun Apr 19, 2020 8:11 am
- Forum: SNESdev
- Topic: Writing to VRAM during HBlank
- Replies: 12
- Views: 7377
Re: Writing to VRAM during HBlank
This will allow full screen video at 20fps. I wonder how much bandwidth per line you can get away with if you use IRQ instead of HDMA.
Has there been any progress with trying to understand SNES OAM internal timing as well?
Has there been any progress with trying to understand SNES OAM internal timing as well?
- Sat Mar 14, 2020 4:46 pm
- Forum: SNESdev
- Topic: SNES music program
- Replies: 26
- Views: 36143
- Sat Mar 14, 2020 10:54 am
- Forum: SNESdev
- Topic: SNES music program
- Replies: 26
- Views: 36143
Re: SNES music program
I'm still working on this occasionally, I was just busy with my homebrew game and the Gradius III optimization patch. I just had an idea to simplify how sample loop points will work. Instead of defining the sample length and oscillator frequencies independently, they can be defined by parameters in ...
- Thu Mar 12, 2020 8:04 pm
- Forum: NESdev
- Topic: Measuring lag, spare cycles in Mesen
- Replies: 13
- Views: 6830
Re: Measuring lag, spare cycles in Mesen
BTW, sorry for the off topic posts! Why? I'm loving this conversation. I always fell for the idea that Sonic was a showcase of the Genesis's faster CPU, and that Super Mario World went in a different direction gameplay wise to compensate for slower clock speeds. It's more like Nintendo didn't want ...
- Thu Mar 12, 2020 10:18 am
- Forum: NESdev
- Topic: Measuring lag, spare cycles in Mesen
- Replies: 13
- Views: 6830
Re: Measuring lag, spare cycles in Mesen
The confusion between the emulator causing the PC to lag, vs emulated hardware lag is one of the reasons why the SNES's CPU has such a bad reputation.