Search found 1371 matches

by 93143
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...
by 93143
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...
by 93143
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...
by 93143
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 ...
by 93143
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...
by 93143
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...
by 93143
Sun Dec 13, 2020 11:11 pm
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?

tepples wrote: Sun Dec 13, 2020 6:04 pmpurgatory
Nikku4211 wrote: Sun Dec 13, 2020 8:57 pmeternally tortured
You might want to look up a word.
by 93143
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...
by 93143
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.
by 93143
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...
by 93143
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...
by 93143
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...
by 93143
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...
by 93143
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...
by 93143
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.