Search found 259 matches
- Wed Apr 01, 2015 5:13 am
- Forum: SNESdev
- Topic: Bad Apple demo for SNES
- Replies: 209
- Views: 104007
Re: Bad Apple demo for SNES
http://s000.tinyupload.com/index.php?file_id=11212367878411147693 http://www.megafileupload.com/796/BadApple.zip I got the music working, but it doesn't use the HDMA trick. Cool to see it happen, really close indeed, well done :) I used No$SNS 1.5 to play it and i got some garbage in sound, i guess...
- Sat Feb 28, 2015 4:16 am
- Forum: SNESdev
- Topic: Were any commercial SNES games written in C?
- Replies: 37
- Views: 15592
Re: Were any commercial SNES games written in C?
I'm really septic about the fact that Doom on SNES was coded in C, is there any C compiler for the SuperFX in first place ? I don't think so...
- Tue Feb 24, 2015 10:20 am
- Forum: SNESdev
- Topic: Why do MD demos get more media coverage than SNES demos?
- Replies: 38
- Views: 7854
Re: Why do MD demos get more media coverage than SNES demos?
You practically just contradicted yourself. The Neo Geo is definitely stronger, but the games are generally not as optimized. Also, did you even look at any of the videos I linked? I do know the NeoGeo is stronger, almost same hardware as the Megadrive except it has a huge VDP and direct ROM access...
- Tue Feb 24, 2015 8:39 am
- Forum: SNESdev
- Topic: Why do MD demos get more media coverage than SNES demos?
- Replies: 38
- Views: 7854
Re: Why do MD demos get more media coverage than SNES demos?
Hehe ok so i'm waiting to see a complete port thenpsycopathicteen wrote:Oh wait, he doesn't even mention AI.
Bounding box collision is bounding box collision. Spiral patterns are spiral patterns."Constrained" code, simple collisions, explosion scheme or whatever.
- Tue Feb 24, 2015 8:26 am
- Forum: SNESdev
- Topic: Why do MD demos get more media coverage than SNES demos?
- Replies: 38
- Views: 7854
Re: Why do MD demos get more media coverage than SNES demos?
If you come here in the hope to bash the SNES and convert us to Sega, it's a hopeless battle. Also, I hate internet flame wars, but it seems the only purpose of your post is to start one, so I will just point out that you have absolutely no arguments, so I will completely ignore you and hope everyo...
- Tue Feb 24, 2015 3:31 am
- Forum: SNESdev
- Topic: Why do MD demos get more media coverage than SNES demos?
- Replies: 38
- Views: 7854
Re: Why do MD demos get more media coverage than SNES demos?
I've to admit that i really can't stand when i saw that 65816 can do as much the 68000. Are you serious when you said that Gunstar Heros is feasible on the SNES ? Simple answer : no way ! Of course psycopathicteen wrote a nice demo (for a SNES), but that is a simple demo with very "constrained&...
- Wed Feb 18, 2015 7:25 am
- Forum: SNESdev
- Topic: Documentation on offset-per-tile
- Replies: 18
- Views: 7262
Re: Documentation on offset-per-tile
Yeah indeed the column scrolling step is finer (1 tile instead of 2 tiles) on SNES but apparently it is not as convenient to setup than the MD. Also just for the comparison : SNES : https://www.youtube.com/watch?v=A7TF5evojYA MD : https://www.youtube.com/watch?v=YUZpF2JLF4s You have higher inclinati...
- Wed Feb 18, 2015 6:05 am
- Forum: SNESdev
- Topic: Documentation on offset-per-tile
- Replies: 18
- Views: 7262
Re: Documentation on offset-per-tile
Tomathious is a bit confused. The "third tilemap" used in offset-per-tile modes isn't a full 32x32 tilemap; it's only 32x2. The first row contains the horizontal offsets for each full column of the other tilemap(s); the second row contains the vertical offsets for each full column. Except...
- Mon Feb 02, 2015 1:04 pm
- Forum: SNESdev
- Topic: Bad Apple demo for SNES
- Replies: 209
- Views: 104007
Re: Bad Apple demo for SNES
This is the latest version. It has optimizations all over the place, and I still can't get rid of the slowdown in that one spot. To be honest i am really impressed :) Very well done, almost full speed on the whole video ! I guess with some minors adjustments you can get it ;) I wonder how much room...
- Sun Feb 01, 2015 5:16 am
- Forum: SNESdev
- Topic: Bad Apple demo for SNES
- Replies: 209
- Views: 104007
Re: Bad Apple demo for SNES
Really impressive to see it coming on the SNES :) Also the latter version of the ROM work on almost emulator so we can test it easily. Before trying to reduce too much the size of the rom, you should really consider the unpacking time on the CPU. Some frame can be really heavy to unpack (thinking ab...
- Sun Jan 25, 2015 5:21 am
- Forum: SNESdev
- Topic: nesdev.com's "not" longest thread ever.
- Replies: 188
- Views: 32444
Re: nesdev.com's "not" longest thread ever.
I spoke about it many time when i developed my version, i also like how he used speech synthesis in version 6 for the music, awesome ! But anyway, i think that if the 8 MB is that popular it's just because the video is real full resolution without any loss in quality, also sound is pretty descent so...
- Sat Jan 24, 2015 4:50 pm
- Forum: SNESdev
- Topic: nesdev.com's "not" longest thread ever.
- Replies: 188
- Views: 32444
Re: nesdev.com's "not" longest thread ever.
I hate the Bad Apple demo from Stef, it's the most publicized one despite the fact it isn't the best =/ Let's start with the fact that it requires a special memory arrangement that doesn't work with the Mega CD attached at all due to bus conflicts and that isn't guaranteed to work on every system. ...
- Fri Nov 14, 2014 12:53 pm
- Forum: SNESdev
- Topic: Force Blank timing issue - SNES vs. higan
- Replies: 18
- Views: 8312
Re: Force Blank timing issue - SNES vs. higan
Your last post sounds very intriguing and exciting ! Seems you are really pushing the SNES to its limit, impatient to see the result =)
- Mon Nov 10, 2014 3:47 am
- Forum: SNESdev
- Topic: Force Blank timing issue - SNES vs. higan
- Replies: 18
- Views: 8312
Re: Force Blank timing issue - SNES vs. higan
Probably a stupid supposition as i'm not a SNES coder and i'm not sure about how the HV counter is running but can't you miss the #$0004 HV values in your initial wait loop ? At least on Megadrive we would avoid using BNE conditional jump here else we could miss the value and wait severals frames be...
- Sun Jul 06, 2014 6:44 am
- Forum: SNESdev
- Topic: High color bitmap on the SNES
- Replies: 134
- Views: 48882
Re: High color bitmap on the SNES
I'm a bit late to the party here, I guess... This is a demo of a palette expansion technique using HDMA. The actual SNES coding is not especially interesting; it's basically the same thing everyone does for background gradients, but with all channels engaged and using much funkier-looking tables, w...