Search found 1371 matches
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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,...
- 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...
- 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...
I can't even imagine trying to play Mario Kart over a webcam...
- 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...
- 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...
- 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.
- 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 ...
- 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...
- 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...
- 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...