Search found 259 matches

by Stef
Mon Apr 27, 2015 2:51 pm
Forum: SNESdev
Topic: Animation player
Replies: 41
Views: 9759

Re: Animation player

I got to that part of the code when I disassembled the game =P And yes, it's horribly low resolution. RNC is a loseless compression format, by the way. And yeah, it isn't decompressing much so it's feasible (it's not like the framerate is that high either). Lossless really ? i don't know the format...
by Stef
Mon Apr 27, 2015 9:51 am
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

Hmm.. I dont really understand when you say programming the 65816 as you were programming the 68000. Actually the is no way of doing that you know ? though it is actually possible to program a 68000 as a 65xx (then it would be pretty inefficient). Every CPU have their own strength and of course you ...
by Stef
Mon Apr 27, 2015 8:18 am
Forum: SNESdev
Topic: Animation player
Replies: 41
Views: 9759

Re: Animation player

It's also running at an extremely low resolution which makes it way less impressive. (and if you wonder about the compression, they literally just passed RNC through every frame - they already used RNC for everything else so I guess it was easy) Is it that low ? I though blocky parts comes from the...
by Stef
Mon Apr 27, 2015 1:48 am
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

Well, metasprites... The DKC games frequently push past 96 sprites, but because of the infuriating setup to where there are only 2 sprite sizes at a time, it doesn't seem like it, because the game uses 8x8 and 16x16 sized sprites instead of 16x16 and 32x32 sized sprites. Platforming games generally...
by Stef
Fri Apr 24, 2015 1:31 pm
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

Just the sprites... Put 128 hardware sprites when the CPU can hardly handle more than 40 of them is a bit ridiculous. Also giving that much graphic modes is a real waste, some of them are not usable because both of the lack of VRAM and bandwidth. About the banking issue, it's just that you have to t...
by Stef
Tue Apr 21, 2015 2:19 pm
Forum: SNESdev
Topic: Animation player
Replies: 41
Views: 9759

Re: Animation player

Even with the SuperFX or SA-1, the SNES doesn't have the horsepower for real-time decompression of video. Not even simple RLE stuff. I guess it depends from resolution and codec, the Mega CD which use a 12 Mhz 68000 is able to decode cinepak video with almost fullscreen and decent frame rate (15 FP...
by Stef
Mon Apr 20, 2015 1:46 pm
Forum: SNESdev
Topic: Animation player
Replies: 41
Views: 9759

Re: Animation player

Well the ImageMagick result is quite impressive, i used to use it a long time ago... I don't remember if it support both color space reduction and color reduction *at same time*. For instance from a 24 RGB image, can you convert easily to 16 colors in RGB555 ? and also control the dithering (checkbo...
by Stef
Mon Apr 20, 2015 3:36 am
Forum: SNESdev
Topic: Animation player
Replies: 41
Views: 9759

Re: Animation player

Is there any compression involved ? Still looks nice, the 4bpp conversion is really well done (we can hardly tell there is only 15 used colors in the video).
by Stef
Sun Apr 19, 2015 2:33 am
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

Indeed, if you refer the CPU as the 5A22... for me the 5A22 is a lot more than a CPU (the 65816 is the CPU) and specifically made for the SNES. It does even include the A and B bus logics (and so the DMA controller)... really a matter of point of view ;)
by Stef
Sat Apr 18, 2015 2:19 pm
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

I prefer some other SNES shumps as R-TYpe 3 Woot woot! Now we're talking! R-Type III is pretty good about not slowing down though. The olnly times I recall slowdown were whenever the stage is rotating on the first marathon level (I assume it's some sort of fancy collision detection?) and on advance...
by Stef
Fri Apr 17, 2015 12:34 pm
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

Sonic 1 Green Hill Zone 2: 8448x1536 (1056x192 tilemap) http://info.sonicretro.org/File:Ghz2.PNG Sonic 2 Aquatic Ruin Zone 2: 11904x2048 (1488x256 tilemap) http://www.sonicgalaxy.net/img/maps/gen/sonic2/arz-2.png Dude, nobody in their right mind would store level data directly as 8×8 tiles, you'd u...
by Stef
Fri Apr 17, 2015 1:59 am
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

I always done the complete opposite. I use 16-bit mode most of the time, but switch to 8-bit whenever convenient. Oh glad to heard that actually ;) That does mean that even if the 16 bits is generally slower it still worths using it in almost case (for convenient reason as well). Reading some peopl...
by Stef
Thu Apr 16, 2015 6:00 am
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

Yeah it internally generates the map then show the picture out of it. Storing images for the 1000 map would have cost a bit of rom, even it they used 256 bytes to store a single picture (which is optimist even with a good compression) it still requires 256KB just to store the images for each map, a ...
by Stef
Thu Apr 16, 2015 5:11 am
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

this CPU is almost time slower in 16 bits mode Eh? I'm not quite sure what you mean here. Me neither :p I just wanted to say it runs generally slower in 16 bits mode than in 8 bits mode. It's somewhat slower in 16-bit mode. Basically an extra bus cycle to handle the extra byte. The opcodes and addr...
by Stef
Thu Apr 16, 2015 2:14 am
Forum: General Stuff
Topic: Decreased S-CPU Velocity: Real or Imagined?
Replies: 379
Views: 45886

Re: Decreased S-CPU Velocity: Real or Imagined?

That sounds pretty much like what you have to do on the SNES, except a bit more extreme in this case. If you have the option to use 5x the amount of ram to make a code 2x as fast, that's usually the route you'll take. I'm not sure why they decided to make the SNES have 128KB of main ram and not vra...