Search found 1371 matches
- Wed Dec 16, 2020 4:07 am
- Forum: SNESdev
- Topic: SuperRT - realtime raytracing expansion chip
- Replies: 28
- Views: 11860
Re: SuperRT - realtime raytracing expansion chip
And lol, I wasn't able to tell if he sounded UK or Aussie. On second listen... good point. I'm bad at accents. He's not from my home town, I can tell you that... Ooh, sprites, what are you going to do, make a HUD? Yeah. You wouldn't need much. Lives, camera status, ammo, radio messages, that sort o...
- Wed Dec 16, 2020 1:57 am
- Forum: SNESdev
- Topic: SuperRT - realtime raytracing expansion chip
- Replies: 28
- Views: 11860
Re: SuperRT - realtime raytracing expansion chip
Please let me know if you have any questions/thoughts/comments/etc! I wonder if it's possible to extend this with some stuff that might make it more generally applicable. First, would it be possible to support texture mapping? Reflectivity mapping? Normal mapping or some form of bump mapping? (Gett...
- Tue Dec 15, 2020 10:41 pm
- Forum: SNESdev
- Topic: SuperRT - realtime raytracing expansion chip
- Replies: 28
- Views: 11860
Re: SuperRT - realtime raytracing expansion chip
Did you watch the video? British accent, "SNEZZZZZ", named Ben Carter... I'd say he's probably a gaijin, and I suspect I could make a fair guess at his actual national origin. "Shironeko" isn't a Japanese name AFAIK; it just means "white cat", and Shironeko Labs appears...
- Tue Dec 15, 2020 10:18 pm
- Forum: SNESdev
- Topic: SuperRT - realtime raytracing expansion chip
- Replies: 28
- Views: 11860
Re: SuperRT - realtime raytracing expansion chip
Yes. Mode 7 is the only restriction. The S-PPU's multiplication capability exists solely because it's needed for Mode 7. It isn't used for any other rendering tasks, so a lot of the time it's sitting idle. I guess someone at Nintendo figured the idle time was free real estate, and added MMIO access ...
- Tue Dec 15, 2020 8:46 pm
- Forum: General Stuff
- Topic: What is with indie games and procedural generation?
- Replies: 16
- Views: 15299
Re: What is with indie games and procedural generation?
F-Zero X has a random track generator, which serves to illustrate the difference because it also has 24 hand-made tracks (25 if you count the Death Race vertical oval). The hand-made tracks have more types of features (loops and jumps, for instance), and feel more purposeful. The random tracks can b...
- Tue Dec 15, 2020 5:51 pm
- Forum: SNESdev
- Topic: SuperRT - realtime raytracing expansion chip
- Replies: 28
- Views: 11860
Re: SuperRT - realtime raytracing expansion chip
EDIT: Never mind; apparently there's some misinformation on the internet regarding what FPGA the FXPak Pro uses... I heard that you can only do native SNES multiplication during v-blank. Is that true only when you're using mode 7, or is that true for every video mode? The PPU multiplier (16x8 signed...
- Sun Dec 13, 2020 11:11 pm
- Forum: General Stuff
- Topic: Super Mario Bros.: Why all the floating money?
- Replies: 77
- Views: 45369
- Sat Dec 12, 2020 11:08 pm
- Forum: SNESdev
- Topic: Strange snes issue
- Replies: 9
- Views: 4968
Re: Strange snes issue
I have a SNES that behaves funny. F-Zero has randomized terrain (which has the expected effect when driven on, so it's not a VRAM or PPU issue), Super Metroid is missing key items and doesn't display the map properly, and Yoshi's Island has glitched backgrounds. It could be the CPU. I hear they tend...
- Fri Dec 11, 2020 7:27 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
It supports flipping the whole screen, and with HDMA it's easy to change your mind halfway down.
- Wed Dec 09, 2020 7:00 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85095
Re: SNES Doom Source Released! Now What?
There are apparently two versions. On github he claims that the accelerated version gets 1-2 fps (which is what we see in the video), while the bare 68000 version can only manage one frame every 2-3 seconds. It seems to be a fairly direct port of the Linux version, in C. A hardware-specific pseudo-D...
- Tue Dec 08, 2020 3:43 am
- Forum: General Stuff
- Topic: Super Mario Bros.: Why all the floating money?
- Replies: 77
- Views: 45369
Re: Super Mario Bros.: Why all the floating money?
The sense of time I got when playing SMB1 during the commercial era is that each world must take one-third of a day to run, as WORLD 3 and WORLD 6 have a black background above ground. Presumably after Mario undoes the fetters on the retainer's feet, he gets a chance to eat and rest for the next wo...
- Sun Dec 06, 2020 5:38 am
- Forum: General Stuff
- Topic: Super Mario Bros.: Why all the floating money?
- Replies: 77
- Views: 45369
Re: Super Mario Bros.: Why all the floating money?
And I'm sure everyone has asked if this entire game is a drug trip. instant human development Consumption of amanita muscaria (commonly the "fly agaric" mushroom) may result in micropsia, with the associated sensation of being larger than normal. The opposite condition may also occur. htt...
- Fri Dec 04, 2020 4:27 pm
- Forum: SNESdev
- Topic: Using the 2nd Field of Interlaced Frame for Extra V-Blank in 480i Mode
- Replies: 5
- Views: 3478
Re: Using the 2nd Field of Interlaced Frame for Extra V-Blank in 480i Mode
The first and second fields are basically 240p frames timing-wise, just offset by half a scanline. The whole field is drawn, then VBlank happens and the other field is drawn. (This is the normal way for a CRT TV to operate. 240p signals just force the same field to be drawn every frame, which leaves...
- Thu Dec 03, 2020 4:52 am
- Forum: Other Retro Dev
- Topic: Why did PC Engine/Turbografx 16 games use so few colors?
- Replies: 25
- Views: 16411
Re: Why did PC Engine/Turbografx 16 games use so few colors?
When you look at the specs of the PC Engine the colors are much better than even the SNES. Not really. The PC Engine has a larger palette memory, so it can handle more 4bpp palettes than the SNES. But there's no 8bpp mode, no colour math and only one BG layer, and the master palette is 9-bit RGB in...
- Sat Nov 28, 2020 5:49 pm
- Forum: General Stuff
- Topic: Homebrews with female characters
- Replies: 171
- Views: 92774
Re: Homebrews with female characters
I understand the SGB2 has issues with skipping frames now and then due to the clock mismatch. To me, that seems a high price to pay for having audio at the exactly correct pitch.