Search found 259 matches

by Stef
Sat Jul 23, 2016 3:12 am
Forum: SNESdev
Topic: Beat Em Up Game Engine Ideas.
Replies: 76
Views: 23061

Re: Beat Em Up Game Engine Ideas.

Oh yeah sorry i misunderstood, only the sprite tiles bank is switched here... i guess that sentence "it's possible to change sprite table locations mid-screen via OBSEL with zero artifacting" got me wrong because i'm too used about how Megadrive works. Indeed on SNES OAM is outside VRAM an...
by Stef
Fri Jul 22, 2016 9:22 am
Forum: SNESdev
Topic: Beat Em Up Game Engine Ideas.
Replies: 76
Views: 23061

Re: Beat Em Up Game Engine Ideas.

That is a really nice find :) I already try to do that on Megadrive to bypass the 80 sprite limit per screen (in case we use many small sprites) and in fact it just doesn't work. Relocating the Sprite table during display is not enough to get the sprites correctly updated on screen. The problem is t...
by Stef
Sun Jul 17, 2016 1:33 pm
Forum: Other Retro Dev
Topic: XGM / VGM player for Megadrive
Replies: 7
Views: 6580

Re: XGM / VGM player for Megadrive

Thanks, i just found it, need to test that =)
by Stef
Sat Jul 16, 2016 3:39 pm
Forum: Other Retro Dev
Topic: XGM / VGM player for Megadrive
Replies: 7
Views: 6580

Re: XGM / VGM player for Megadrive

Thanks ! Of course I plan to release a room builder for that so everyone can build its own compilation :-)
Never saw that sidmania SNES demo, look really interesting ! Can we still find it ? :-)
by Stef
Thu Jul 14, 2016 12:59 pm
Forum: Other Retro Dev
Topic: XGM / VGM player for Megadrive
Replies: 7
Views: 6580

XGM / VGM player for Megadrive

I finally completed my XGM / VGM player that i started more than 1 year ago :) It's still not perfect, has some bugs (refresh, playback issues with fast tempo...) but i am happy enough with it's current state so i think it can be released =) XGM player is intended to play XGM music through the XGM d...
by Stef
Mon May 23, 2016 5:26 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

Aside bandwidth i believe it has be made that way to optimize the sprite per scanline rendering and avoid sprite flickering as much as possible. That is for me the big advantage of having rectangular sprite (8x32 for vertical object) and sometime you have to use many smalls hardware sprites when you...
by Stef
Sat May 07, 2016 10:52 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

To be fair, honestly the interruption problem would have been solved if the Z80 got priority over the VDP during DMA. Totally agree... A shame they did not designed the BUS arbiter to handle it that way. Maybe the VDP DMA couldn't handle that easily and requires exclusive BUS access, still that wou...
by Stef
Sat May 07, 2016 9:48 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

But then the samples are on the cartridge, and the cartridge is on the 68K bus. Would it have been hard for the Z80 to use its 8K of exclusive RAM as a circular buffer? It'd be filled during draw time, when DMA is unlikely to be running, and emptied during vblank to leave room for BLAST PROCESSING....
by Stef
Sat May 07, 2016 6:38 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

Do you really want to compare which version of SF2 has the worst sound PCM driver ? :p
by Stef
Thu May 05, 2016 10:06 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

Oh you mean having allocation slot of 16 tiles when you use 16 tiles or more for a sprite ? I'm not sure how much it help about fragmentation, it does probably but if I understand your idea then if you want to allocate 6 sprites using 18 tiles each, you end up allocating 6 x 32 tiles (2 x 16 tiles s...
by Stef
Thu May 05, 2016 2:42 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

I mean't power of 2 for smaller sized sprites/metasprites. Larger metasprites would be multiples of 16. Yeah, I understood it but even for larger sprite you need no square sprites for "edge" part (if you really want to optimize your hardware sprite usage). And in my case, i allocate VRAM ...
by Stef
Wed May 04, 2016 1:03 pm
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

For the Genesis, I think it you can avoid defragment problems by having objects use multiples of 16 tiles, and then use power of 2 sizes , for objects/sprites that are smaller than 32x32. Indeed it can help but honestly that hurts :p Having no square sprite is one of the strength of the MD sprite c...
by Stef
Wed May 04, 2016 5:03 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

And most games just statically assign slots anyway. Seriously, you lot are the only ones obsessed with the idea =P Most games actually would have those graphics compressed in ROM which makes streaming not much of a feasible option in the first place. Hm i don't really agree with that, i think most ...
by Stef
Tue May 03, 2016 3:07 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

Potentially reallocating VRAM for each animation frame sounds really excessive. Performance aside, with higher reallocation rates, fragmentation tends to become more of a problem. Also, it sounds like producing lots of arbitrary allocation misses once VRAM space gets tight, negating any possible be...
by Stef
Tue May 03, 2016 1:19 am
Forum: SNESdev
Topic: AtariAge "CPU comparison"
Replies: 146
Views: 29751

Re: AtariAge "CPU comparison"

@Stef Are you trying to allocate sprites of different sizes, without wasting any space? If that so, than it looks like it would be more complicated with having 16 different sprite sizes instead of 2. Actually that's exactly what does the current implementation of my sprite engine... At each frame u...