Search found 1589 matches
- Mon Oct 15, 2012 4:39 am
- Forum: NESdev
- Topic: Do any games use tile/sprite overlap for more colors?
- Replies: 58
- Views: 26533
Re: Do any games use tile/sprite overlap for more colors?
The human eye has been proven to be able to distinguish up to 240Hz at least, so I'd expect flickering to be noticeable up to that rate. That's a really tricky assertion; those assertions are talking about two different abilities of human perception. One is what's called the flicker fusion threshol...
- Sun Oct 14, 2012 4:17 am
- Forum: 2011 NESdev Competition
- Topic: Streemerz bundle
- Replies: 190
- Views: 198160
Re: Streemerz bundle
Are you taking into account the cost it takes to put it all together? Especially if it's done by hand (which is likely to be the case for putting the PCB into the cartridge itself).
- Sat Oct 13, 2012 4:13 pm
- Forum: NESdev
- Topic: Do any games use tile/sprite overlap for more colors?
- Replies: 58
- Views: 26533
Re: Do any games use tile/sprite overlap for more colors?
When I messed with this kind of flickering it was only on CRTs, I don't have any LCD screens around. Unless you mean raw flickering rather than using patterns, then yes, it's going to look horrible at any framerate unless the areas in question are small enough. Also you need to take into account the...
- Sat Oct 13, 2012 1:57 pm
- Forum: NESdev
- Topic: Do any games use tile/sprite overlap for more colors?
- Replies: 58
- Views: 26533
Re: Do any games use tile/sprite overlap for more colors?
Just my $2, but while this kind of flickering usually works great with emulators on modern PC-workstations with LCDs, it tends to look terrible on an authentic system with a CRT, it doesn't look transparent at all and actually looks like flickering. At least the intro of Batman looks terrible on a ...
- Sat Oct 13, 2012 8:28 am
- Forum: NESdev
- Topic: Do any games use tile/sprite overlap for more colors?
- Replies: 58
- Views: 26533
Re: Do any games use tile/sprite overlap for more colors?
Use vertical strips then?tepples wrote:On the NTSC NES, checkerboard is more likely to result in annoying diagonal artifacts.
- Fri Oct 12, 2012 11:21 pm
- Forum: NESdev
- Topic: Do any games use tile/sprite overlap for more colors?
- Replies: 58
- Views: 26533
Re: Do any games use tile/sprite overlap for more colors?
Project MD does that flickering trick just about, um, everywhere , even in the freaking arrow in menus (and in levels the effect is outright fullscreen) - though instead of using horizontal patterns it uses checkerboard patterns. It works fine as long as the game never slows down (which there never ...
- Fri Oct 12, 2012 6:13 pm
- Forum: Homebrew Projects
- Topic: How to Submit Game to Indie Publishers
- Replies: 35
- Views: 10717
Re: How to Submit Game to Indie Publishers
Retrousb is a pretty straightforward dude. Has a page up with terms and everything. I'm actually more worried about impressing people like Super Fighter Team and Magical Game Factory blokes. They seem a bit closer to traditional publishing outfits. If anything from the homebrew scene can seem so :)...
- Wed Oct 10, 2012 8:52 pm
- Forum: Other Retro Dev
- Topic: Development Languages
- Replies: 50
- Views: 28109
Re: Development Languages
It should be noted that some TurboGrafx 16/PC-Engine CD systems do not like CD-Rs. Some will end up getting the laser sled *stuck* at the outter end of the track. I had a PC-Engine DUO that would have that happen with particular burned games. However atleast one homebrew game has been Factory Press...
- Mon Oct 08, 2012 9:20 pm
- Forum: Other Retro Dev
- Topic: VRAM Transfers + Good Sound (MD)
- Replies: 10
- Views: 6925
Re: VRAM Transfers + Good Sound (MD)
But then the GBA has a relative buttload of access slots per line. How many access slots per line does the Genesis VDP have? Assuming VRAM in H32 mode (same resolution width as the SNES)? During blanking: about the same bandwidth as the SNES (though vblank time is larger so more data can be sent at...
- Sun Oct 07, 2012 10:42 pm
- Forum: NESdev
- Topic: My map compression scheme.
- Replies: 8
- Views: 3319
Re: My map compression scheme.
One thing that I this reminds me is that Ecco uses... a weird format for the metatiles. Instead of being a raw tilemap, it has metatiles of varying sizes and tells the game where to draw them. In many cases it uses a bunch of large metatiles for the overall shape then uses smaller metatiles overlapp...
- Fri Oct 05, 2012 12:58 am
- Forum: Homebrew Projects
- Topic: Streemerz NES port
- Replies: 173
- Views: 91060
Re: Streemerz NES port (WIP)
Beware that I know some LCD TVs do indeed crop the borders for some stupid reason, so no, even that isn't safe. Granted, the quality of said TVs is questionable for starters, but it happens.Dwedit wrote:On a PC-based emulator or an LCD or Plasma TV, the cropping won't be a problem.
- Mon Oct 01, 2012 7:55 pm
- Forum: NESdev
- Topic: new to NES, layering simulation effect question
- Replies: 190
- Views: 32705
Re: new to NES, layering simulation effect question
I seriously should hang around here more often. Damn, can't do Sonic the Hedgehog waterfall transparency effects thanks do the anti-dot crawl even-odd thing they do. Vertical lines actually show up as vertical lines... so NES > Genesis? Lol. You can always pull off a Project MD and toggle between tw...
- Mon Oct 01, 2012 8:53 am
- Forum: SNESdev
- Topic: How to use WLA DX, how does it work?
- Replies: 5
- Views: 2293
Re: How to use WLA DX, how does it work?
But you're taught to do things in a completely different way than in C, so only the most basic structures (if, while, etc.) really carry over. Syntax will keep looking familiar at least.Shiru wrote:C++ knowledge includes C knowledge.
- Thu Sep 27, 2012 9:34 pm
- Forum: NESdev
- Topic: new to NES, layering simulation effect question
- Replies: 190
- Views: 32705
Re: new to NES, layering simulation effect question
You can still add enemies in areas that don't overlap, as those won't have sprite-based walls.exdeath wrote:Also no enemies.
- Thu Sep 27, 2012 6:11 pm
- Forum: NESdev
- Topic: new to NES, layering simulation effect question
- Replies: 190
- Views: 32705
Re: new to NES, layering simulation effect question
Here's a video capture: http://i4.ytimg.com/vi/OD2vZ-3-g_w/default.jpg OD2vZ-3-g_w You know, I think this effect may work quite nicely with a scrolling room actually (as long as it's just horizontal scrolling). Seems like it may be doable in a game actually. There's one problem though... the player...