Search found 259 matches
- Sat Mar 26, 2016 3:57 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57438
Re: Enjoying your froyo?
Already, I think that's better than Final Fight 3, which I think has 2 players + 3 enemies? I don't know, I just remember playing it on bsnes and finding it underwhelming with the assistant CPU (which is a pretty cool feature, really). Ninja Baseball Batman is still my favorite beat em up. :lol: Ye...
- Sat Mar 26, 2016 3:33 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57438
Re: Enjoying your froyo?
From what I've seen, the Genesis can even do the same sprite masking trick that's possible on the NES, which consists in overlapping a high priority back sprite and a low priority front sprite to bring forward the background. This is easily noticeable in Sonic 1's Marble Zone, when the platforms th...
- Sat Mar 26, 2016 3:02 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57438
Re: Enjoying your froyo?
It's not that unusual though, it's called underdraw (where you're only allowed to draw on unoccupied space) and happens to match the behavior that was common for sprite systems at the time. Also it's not like overdraw would have been much better, in either case you'll have to check for transparent ...
- Sat Mar 26, 2016 2:16 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57438
Re: Enjoying your froyo?
i think they considered it would be more logic and convenient for developers to have it in opposite way hopefully. Probably the only time they considered how the developers would feel. :lol: Are you speaking about SNES or MD ? Because about the MD, except about the (very) limited palette number, th...
- Sat Mar 26, 2016 1:27 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57438
Re: Enjoying your froyo?
I imagine it takes about the same bandwidth though, so it's smarter in that sense because it's less ugly. Also, are you saying that the priorities of sprites aren't completely dependent on their order? Not exactly the same bandwidth as you need 1 read and 1 write per pixel on MD where you only need...
- Sat Mar 26, 2016 12:54 pm
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57438
Re: Enjoying your froyo?
How does in work on the Genesis? Does it write the highest priority, and then go backwards, checking to see if every pixel that's being drawn is being obscured? Earliest sprite gets drawn on top. Later sprites only get drawn where there are blank pixels. It simply stops drawing if it runs out of ti...
- Sat Mar 26, 2016 8:41 am
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57438
Re: Enjoying your froyo?
Those screenshots don't look anywhere near maxing out the SNES sprites limit. Of course It does not, you can have 5 characters on screen at once in FF2 and FF3 which is much more than what those screenshots show but definitely even in FF3 it lacks a lot of the sub items we can find in the SegaCD ve...
- Sat Mar 26, 2016 2:55 am
- Forum: SNESdev
- Topic: Enjoying your froyo?
- Replies: 279
- Views: 57438
Re: Enjoying your froyo?
I'm almost certain the sprite size limitation was the major issue in handling Final Fight on SNES even if FF2 and FF3 did a bit better job. We can see how much the more flexible sprite capabilities of the MD bring an advantage here : http://www.sega-16.com/wp-content/uploads/2006/01/Side-by-Side-Fin...
- Tue Jan 19, 2016 3:01 am
- Forum: SNESdev
- Topic: vram slot searching routine for wiki.superfamicom.org
- Replies: 12
- Views: 3228
Re: vram slot searching routine for wiki.superfamicom.org
Ok, i think i understand now your algorithm for 16x16 blocks search, neat use of LUT 
- Mon Jan 18, 2016 5:51 am
- Forum: SNESdev
- Topic: vram slot searching routine for wiki.superfamicom.org
- Replies: 12
- Views: 3228
Re: vram slot searching routine for wiki.superfamicom.org
Far easier to understand now :-) I guess your vram_slot_table is a 32 bytes table defining vram slot allocation ? Shouldn't you test the 32 bytes limit inside the loop ? Or you always have a null byte after the end of vram_slot_table (by allocating 33 bytes table and setting the last entry to 0). I ...
- Sun Jan 17, 2016 2:23 pm
- Forum: SNESdev
- Topic: vram slot searching routine for wiki.superfamicom.org
- Replies: 12
- Views: 3228
Re: vram slot searching routine for wiki.superfamicom.org
this ^^Revenant wrote: Also, I feel like commenting your code is probably something you should do before asking other people to check it for correctness.
As honestly we don't even know what your code is actually supposed to do (there are many ways of allocating VRAM)
- Sun Jan 03, 2016 3:14 pm
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 180007
Re: Why no SNES homebrew scene?
Indeed, someone should rewrite an optimized version for the 65816, would be pretty useful 
- Sun Jan 03, 2016 8:00 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 180007
Re: Why no SNES homebrew scene?
This could be repurposed for '816. The routine has a large overhead of T1 loading because it's setup for sequential calls were T1 doesn't change, but you could easily switch that to indirect, removing the self-modifying code, and seriously cut that loading over head down by a lot. Also, the tables ...
- Sun Jan 03, 2016 7:58 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 180007
Re: Why no SNES homebrew scene?
Wait, are you saying that you can do 16x8 or 16x16 multiplication with mode 7's multiplication and division registers? Is there any realistic way to "chain" two 8 bit multiplications together like you can do with addition or subtraction? Probably not... You can do 8x16 --> 24 multiplicati...
- Sat Jan 02, 2016 10:40 am
- Forum: SNESdev
- Topic: Why no SNES homebrew scene?
- Replies: 460
- Views: 180007
Re: Why no SNES homebrew scene?
Multiplication on the 68000 is quite slow (38 to 70 cycles, depending on the second operand), and division is way too slow (around 140 cycles). You can usually replace division with multiplication (in some form) so that's not much of an issue. As far as multiplication goes though, the SNES should b...