Search found 1371 matches

by 93143
Tue Nov 04, 2014 12:30 am
Forum: SNESdev
Topic: Sprite windowing not working - RESOLVED
Replies: 9
Views: 3706

Re: Sprite windowing not working

Okay, everyone, you can go back to your day jobs and start sleeping normally. Your assistance in this matter is no longer required. I can't see anything wrong with this part of the code. Yes, well, you weren't the only one... Turns out the bits in $212E are dis able bits... not at all obvious from a...
by 93143
Mon Nov 03, 2014 1:17 pm
Forum: SNESdev
Topic: Sprite windowing not working - RESOLVED
Replies: 9
Views: 3706

Re: Sprite windowing not working

Bumping so anyone who cares will know: It seems turning off sprite priority did fix the blinking issue. I was just too dumb to reload the new ROM instead of shortcutting to the already-loaded old one. But why didn't this happen in higan? What was the root cause? I'm not sure I'm competent to engage ...
by 93143
Sun Nov 02, 2014 4:23 pm
Forum: SNESdev
Topic: Sprite windowing not working - RESOLVED
Replies: 9
Views: 3706

Re: Sprite windowing not working

I can't see anything wrong with this part of the code. Writing to $210E should not affect $2125 at all, since they affect two different screen components. Are you writing to the registers in some other part of the code? I've got all 8 HDMA channels going, subscreen colour math active, and an extend...
by 93143
Sat Nov 01, 2014 11:26 pm
Forum: SNESdev
Topic: Sprite windowing not working - RESOLVED
Replies: 9
Views: 3706

Sprite windowing not working - RESOLVED

Why is it that no matter what I write to $2125 it does nothing (ie: $2125 stays zero in no$sns debugger), but writing to $210E sends whatever was previously written to $210E into $2125 (as well as into the low byte of BG1VOFS, like it's supposed to)? $2123 and $2124 store their values properly, as d...
by 93143
Mon Oct 20, 2014 12:46 pm
Forum: SNESdev
Topic: SHMUP code source
Replies: 3
Views: 2062

Re: SHMUP code source

Thank you! I'm in the preliminary stages of an attempt to port a shmup to the SNES, and as far as I know the source code is unavailable. Any related examples are much appreciated, especially since I'm jumping straight into this with no hacking background or indeed any ASM or game programming backgro...
by 93143
Thu Oct 16, 2014 8:28 pm
Forum: SNESdev
Topic: Would it be feasable to put everything on one 8bpp BG layer?
Replies: 22
Views: 6924

Re: Would it be feasable to put everything on one 8bpp BG la

Not enough bandwidth. You've only got 224 scanlines; with all 8 HDMA channels firing on every line, that's 7,168 bytes. Add that to the 6 kB or so from VBlank, and you're still well short of what would be necessary to update the whole screen in one frame. And since the data is still too big to page,...
by 93143
Thu Oct 16, 2014 2:27 am
Forum: SNESdev
Topic: Would it be feasable to put everything on one 8bpp BG layer?
Replies: 22
Views: 6924

Re: Would it be feasable to put everything on one 8bpp BG la

I am just thinking about how 93143 said that I would take over 9 frames to update an entire 8bpp screen, but some Super FX games I know , like Doom, are 8bpp and run at a (somewhat) reasonable speed. Does the Super FX chip have anything to do with the fast DMA transfers, or am I crazy and they actu...
by 93143
Tue Oct 14, 2014 6:02 pm
Forum: SNESdev
Topic: SNESoIP: The SNES ethernet adapter
Replies: 42
Views: 34643

Re: SNESoIP: The SNES ethernet adapter

...latency?

I can't even imagine trying to play Mario Kart over a webcam...
by 93143
Tue Oct 14, 2014 12:15 am
Forum: SNESdev
Topic: Would it be feasable to put everything on one 8bpp BG layer?
Replies: 22
Views: 6924

Re: Would it be feasable to put everything on one 8bpp BG la

Also another problem is that a 32×28 tiles 8bpp bitmap would take up 56KB of VRAM... Do any of the 8bpp modes even allow that? Yes. The tilemap in a normal BG mode (ie: 0-6) is 16-bit, composed of two flip bits, a priority bit, three palette selector bits, and ten bits to denote the actual tile. Th...
by 93143
Thu Oct 02, 2014 3:19 pm
Forum: SNESdev
Topic: Ideal size for homebrew.
Replies: 13
Views: 4558

Re: Ideal size for homebrew.

Yeah, but that still only gives you so much headroom before you have to start including bankswitching chips or physical selector switches. On the other hand, I suppose it's unlikely that such a collection would have more than one or two moderately large games at most, so it probably wouldn't be a qu...
by 93143
Tue Sep 30, 2014 10:19 pm
Forum: SNESdev
Topic: SPC2 Player?
Replies: 7
Views: 3296

Re: SPC2 Player?

Pretty sure Augustus Blackheart's entry uses pitch modulation. Those messy, distorted chiptones sure sound like it to me - but in any case he actually lists four samples as "for pitch mod" in his post above, so whatever the actual effect is, it's in there somewhere.
by 93143
Thu Sep 25, 2014 11:32 pm
Forum: SNESdev
Topic: Can sprite scalling be done through software?
Replies: 29
Views: 10315

Re: Can sprite scalling be done through software?

Well yeah, the Mega Drive can do it perfectly actually I was going by TmEE's description, which involved the adjective "jiggly" (though I'm not clear on why this would be). I haven't seen it done myself. However, take into account that the only reason it works on the Mega Drive at all in ...
by 93143
Thu Sep 25, 2014 5:03 pm
Forum: SNESdev
Topic: Can sprite scalling be done through software?
Replies: 29
Views: 10315

Re: Can sprite scalling be done through software?

http://problemkaputt.de/fullsnes.htm#snestimingppumemoryaccesses It seems no one is sure. A few years ago psycopathicteen had this idea , figuring that you could clone sprites by rewriting their locations during HBlank and get up to 900 of them on screen. All we found out was that the Mega Drive cou...
by 93143
Thu Sep 04, 2014 1:39 am
Forum: SNESdev
Topic: What kind of 3D calculations were used in SuperFX games?
Replies: 40
Views: 14047

Re: What kind of 3D calculations were used in SuperFX games?

2) Apparently ROM access in high speed mode (21 MHz) is 5 cycles instead of 3. Is the same true of RAM access? For both reading and writing? And does this impact the answer(s) for (1)? Did this change at all between chip/board revisions? Since the RAM access is documented to be similar to ROM in mo...
by 93143
Mon Sep 01, 2014 1:44 pm
Forum: SNESdev
Topic: What kind of 3D calculations were used in SuperFX games?
Replies: 40
Views: 14047

Re: What kind of 3D calculations were used in SuperFX games?

If it's not too late, I'd just like to reiterate that if anyone on here knows the answers to my questions, I do not want them put to an original Star Fox programmer who is reportedly very busy and might, given the time elapsed, have to look up detailed chip information like anyone else. For instance...