Search found 259 matches
- Thu Apr 16, 2015 1:40 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Decreased S-CPU Velocity: Real or Imagined?
You also program in C and we all know that GCC for 68000 is... kind of crap. Especially with optimizations disabled (and I see that people don't want to use anything above -O1 out of fear of breaking things, even though if you break any hardware access with optimizations enabled that means your cod...
- Wed Apr 15, 2015 2:53 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Decreased S-CPU Velocity: Real or Imagined?
There's a ton of spare time, I'd rather reduce memory usage instead (but then again there's also a lot of spare memory...). The other issue is one that I had a lot with Project MD (which used 16.16), suddenly now you can't rely on pixel precision for a lot of things and that can become an issue, al...
- Wed Apr 15, 2015 8:39 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Decreased S-CPU Velocity: Real or Imagined?
What I do these days with the 68000 though is store coordinates as 16-bit integers and speed as 8.8 fixed point How do you actually add the 16 bits integer coordinate to the 8.8 speed efficiently with the 68k ? You probably waste some cycles using that no ? the 16.16 is very practical, using 32 bit...
- Wed Apr 15, 2015 8:31 am
- Forum: SNESdev
- Topic: idea for rotating large tile-map-like objects
- Replies: 35
- Views: 7312
Re: idea for rotating large tile-map-like objects
Of course we were talking about the Sega Genesis version, the IOS version already has smooth rotation by default, it does not need any hack for that.tokumaru wrote:Wait, can you get smooth scrolling on the Genesis game by commenting the AND or not?
- Tue Apr 14, 2015 11:52 am
- Forum: SNESdev
- Topic: idea for rotating large tile-map-like objects
- Replies: 35
- Views: 7312
Re: idea for rotating large tile-map-like objects
The hack only remove a single asm instruction to get the smooth rotation up so the number of sprites is exactly identical to the original. Honestly the smooth rotation looks far better imo and even if they changed it for gameplay reason i believe they should have keep it smooth anyway, as you said c...
- Tue Apr 14, 2015 7:27 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Dynamic Sprite Vram Routine Ideas
The slowdown in Bad Apple is mostly the 65816 waiting for the SPC700 to respond to it. Too bad to waste CPU time here, but you will probably try get back to the HDMA method ? Reading the SPC7000 documentation, it looks like you have a 4 bytes port communication between the SPC and the main CPU. Whe...
- Tue Apr 14, 2015 6:46 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Decreased S-CPU Velocity: Real or Imagined?
Then it sounds like you should have enough experience to know better than to try to pick this particular fight. The war between Genesis and SNES has been going on for decades now. Like any war that lasts decades, nobody has emerged a clear winner. There are no fanboys left - they have grown into fa...
- Mon Apr 13, 2015 11:13 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Dynamic Sprite Vram Routine Ideas
Do you see me starting arguments? That'd be like If I went to Sega16 just to say "The 68000 is trash, the 65816 is better because it can handle Space Megaforce." Did you noticed that i basically replied to psychopathicteen and argued about why his demo is not enough to say "we can po...
- Mon Apr 13, 2015 6:56 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Dynamic Sprite Vram Routine Ideas
To be honest i am really impressed by the SNES version of BadApple but even more impressed by the fact that they figured a codec fast enough to work on the 65816 and to fit the video and sound in 8 MB. Still currently even if 90% of the demo is done the last 10% which consist of getting rid of the l...
- Mon Apr 13, 2015 6:09 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Dynamic Sprite Vram Routine Ideas
No, and i said you all the time, 65816 or hu6280 are not 6502 .. Hu6280 is more faster than vanilla a 6502, and run at 7,16mhz, the 65816 is faster than the other two, but run at a lower clock than 6280. Of course the 65816 is faster than a 6502. It's why i said we can lower the number of cycles of...
- Mon Apr 13, 2015 5:22 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Dynamic Sprite Vram Routine Ideas
If you don't know enough then maybe you aren't qualified to be dictating what can and cannot be done on the system, huh? I have played with many CPU with different architecture in my programmer life and the first assembly i ever touched (maybe 20 years ago) was actually 6502 assembly (on a VIC20). ...
- Mon Apr 13, 2015 2:35 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Dynamic Sprite Vram Routine Ideas
I don't have any idea what you're basing your assumptions on. You can argue all you want about the advantages of each processor but at the end of the day I'm still not seeing any reason that it can't be done. You haven't done any math here, you're basically saying "because it's inferior in the...
- Sun Apr 12, 2015 12:58 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45886
Re: Dynamic Sprite Vram Routine Ideas
psycopathicteen> Sorry you took it as a critic... actually i was mainly speaking about the fact you were using only 1 type of enemy, with simplistic IA, explosion animation physic and so on. I'm just chocked people really compare your demo to GH... Maybe your dynamic sprite allocation system is comp...
- Wed Apr 01, 2015 1:20 pm
- Forum: SNESdev
- Topic: Bad Apple demo for SNES
- Replies: 209
- Views: 104007
Re: Bad Apple demo for SNES
Too bad, i had the same surprise with my everdrive. I though it can handle 8 MB rom because it has 8 MB flash but it does only support 6 MB max :-/
- Wed Apr 01, 2015 1:07 pm
- Forum: SNESdev
- Topic: Bad Apple demo for SNES
- Replies: 209
- Views: 104007
Re: Bad Apple demo for SNES
Cool thanks, i will try that on Higan then
Is there any flashcart supporting 8 MB file on SNES ?
Edit:
I guess i have my reply : viewtopic.php?f=12&t=4380&start=75
Edit:
I guess i have my reply : viewtopic.php?f=12&t=4380&start=75