Search found 3485 matches

by Drew Sebastino
Sat Nov 29, 2014 3:18 pm
Forum: SNESdev
Topic: HDMA Sprite demo not working...
Replies: 26
Views: 8294

HDMA Sprite demo not working...

Sorry, for posting some thing like this, but I am starting to grow frustrated with trying to change different sprite attributes while the screen is being rendered with HDMA. I have created a code that clearly doesn't work as shown bellow that uses the "Walker" demo from the SNESstarterkit ...
by Drew Sebastino
Sat Nov 29, 2014 1:07 pm
Forum: SNESdev
Topic: Super Gameboy link port
Replies: 9
Views: 3556

Re: Super Gameboy link port

Have you ever heard of the Super Gameboy 2? it's essentially what you are trying to make and it's pretty cheap on eBay. Unfortunately, It only works on the Super Famicom, but I am sure you could just carve out some of the plastic on the cartridge to play it on an American SNES.
by Drew Sebastino
Fri Nov 28, 2014 12:36 pm
Forum: SNESdev
Topic: Why did most SNES games stop at 32 mega bits?
Replies: 9
Views: 4098

Re: Why did most SNES games stop at 32 mega bits?

Does this look any better? I'm not to sure where I should put the symbol (sorry I took so long, I had to clean the bathrooms :roll:)
Superpower[2].png
Superpower[2].png (2.79 KiB) Viewed 4035 times
Here's the original Giga Power screenshot:
Gigapower[1].png
Gigapower[1].png (3.79 KiB) Viewed 4035 times
by Drew Sebastino
Fri Nov 28, 2014 9:29 am
Forum: SNESdev
Topic: Why did most SNES games stop at 32 mega bits?
Replies: 9
Views: 4098

Re: Why did most SNES games stop at 32 mega bits?

Edit: Just thinking, what is the point of the chip in the SNES version of Street Fighter Alpha 2 (I can't remember the name) If it just quickly decompresses graphics? Wouldn't it be cheaper and a whole lot easier to leave out the chip and just increase the size of the game and leave the graphics un...
by Drew Sebastino
Fri Nov 28, 2014 8:50 am
Forum: SNESdev
Topic: Why did most SNES games stop at 32 mega bits?
Replies: 9
Views: 4098

Re: Why did most SNES games stop at 32 mega bits?

I had thought it was only money, but I wasn't because many people online seem to act like small carts is some sort of SNES technical limitation. It's a bit of a shame that some of the arcade ports didn't have more memory to use, as some of the games would have looked much better (of course they woul...
by Drew Sebastino
Fri Nov 28, 2014 7:06 am
Forum: SNESdev
Topic: Why did most SNES games stop at 32 mega bits?
Replies: 9
Views: 4098

Why did most SNES games stop at 32 mega bits?

This is just something I have always wondered, because some of the later Super Nintendo games are extremely crammed, even after all the graphics compression. I know that it is more cost effective to use less memory of course, but why was 32Mb such a common limit? The only larger commercially release...
by Drew Sebastino
Sat Oct 25, 2014 9:36 am
Forum: SNESdev
Topic: Smash It (Elix 2014) SNES demo
Replies: 6
Views: 2518

Re: Smash It (Elix 2014) SNES demo

I am going to sound like a real jerk, but I am not too impressed with this demo. Most of the effects are actually fairly simple to pull off and some even leave some artifacts, which is fine in a game where you really don't notice it, but it is blatantly obvious here. E.g. the runner's shoulder stret...
by Drew Sebastino
Thu Oct 16, 2014 8:37 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

Oh, I was being an Idiot... I was thinking that every pixel was 1 bit, not 1 byte. :roll:
93143 wrote:And since the data is still too big to page, you'll still get tearing
What do you mean by paging and tearing?
by Drew Sebastino
Thu Oct 16, 2014 7:03 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

Even if forced blanking during horizontal blanking is possible, this would mean no sprites. I don't plan on halving any sprites, because I want to put everything on BG1 and I would not even have enough vram for a full 8bpp screen and sprites. Just thinking, couldn't you actually update the whole sc...
by Drew Sebastino
Thu Oct 16, 2014 4:08 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

psycopathicteen wrote:Since we had good luck changing bg modes mid scanline, would it be possible to use force blank during H-blank, and use DMA then.
If that is possible, then wouldn't you be able to DMA twice as much graphics?
by Drew Sebastino
Wed Oct 15, 2014 7:55 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

It's true that a 56 kB background would be impossible to page, though, and the DMA is nowhere near fast enough to update it in one VBlank, so you'd get tearing during updates (on top of a horrible frame rate) unless you were careful to limit the number of tiles changed. Updating the whole screen at...
by Drew Sebastino
Mon Oct 13, 2014 8:05 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

Is that why most 3d games for the Super Nintendo suffer frame rate issues, or is it just because the 3d calculations take a lot of time?
by Drew Sebastino
Mon Oct 13, 2014 7:00 pm
Forum: SNESdev
Topic: Would it be feasable to put everything on one 8bpp BG layer?
Replies: 22
Views: 6924

Would it be feasable to put everything on one 8bpp BG layer?

How do I put this... Basically, what I am trying to say is if you can load all the data you would normally use for other backgrounds and sprites and make all of them overlap on one layer and update it all every frame. Example: example 1.png + example 2.png = example 3.png The way you would set this ...
by Drew Sebastino
Sun Oct 05, 2014 2:41 pm
Forum: SNESdev
Topic: Why is the SNES on screen color pallete so small?
Replies: 13
Views: 6132

Why is the SNES on screen color pallete so small?

Although there probably isn't an exact reason, I really just do not understand why the SNES has a huge 32,768 color master palette and has only 256 colors to choose from. Unless there are two nearly identical colors are side by side, which there probably won't be 256 colors, it is really hard to see...
by Drew Sebastino
Tue Sep 30, 2014 3:00 pm
Forum: SNESdev
Topic: Mode 2 Questions
Replies: 4
Views: 2158

Mode 2 Questions

I know that mode 2 has 2 background layers, both being 4 bits per pixel, but I do not completely understand what offset-per-tile means. From what I gather, it means that each 8x8 pixel background tile has it's own x and y value, being stored at the area specified by Register $2109. How is the data s...