Search found 314 matches

by Khaz
Sat Apr 18, 2015 2:03 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

The original video I'm working from is 480x360. I'm not sure what you mean by respecting but when you scale the video down to 256 wide it comes out to 192, which is well within any recommended boundaries, right? I'm not too concerned if half a tile or so is lost on either side, when it can be adjust...
by Khaz
Sat Apr 18, 2015 1:36 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

On an abstract bankable thing? You could memory-map a compact flash card and get DMA-able access to however many GB of data you want. You'll have to negotiate aligning data transfers to align to CF pages/sectors/clusters, which is probably not a problem. Can anyone give more detail about this kind ...
by Khaz
Fri Apr 17, 2015 7:18 pm
Forum: SNESdev
Topic: Animation player
Replies: 41
Views: 9760

Re: Animation player

Feel like sharing any details about what exactly I'm looking at and how it was done? It seems interesting.
by Khaz
Fri Apr 17, 2015 5:33 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

Okay so here's a new demo. It's not quite a full ROM, but it's close, I think you can fit about another second's worth in at best before it's a whole 4MB. The size isn't quite as big as theoretically possible but it's close at 128 pixels tall. I believe you could also center it vertically, but it wo...
by Khaz
Wed Apr 15, 2015 3:52 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

And you never used it. :cry: He may not have used it but he DID fix the problem Is this an exclusive club? This is my thread and everyone is welcome dammit EDIT: One thing worth noting: If you feed my program an image that has no tiles with 15 or more colours, it will fail. If you give it one where...
by Khaz
Wed Apr 15, 2015 2:47 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

This is AWESOME indeed. :shock: Thank you so much for digging through all the difficulties, and posting your Python script, Khaz! :D :3 Glad the work is appreciated! One small issue I noticed is the tile-sized color/palette "artifacts" round the wolf's legs, as well as on the tree in the ...
by Khaz
Tue Apr 14, 2015 9:27 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

Alrighty, 256x256 fullscreen image functionality confimed - took about 1:15:00. Went with something a bit more colourful and less photographic to see how it would handle a different style. It looks just a bit greyed out on my monitor, but when I put it through the SNES onto my TV (with whatever sett...
by Khaz
Tue Apr 14, 2015 8:02 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

Ha! 248 palettes removed in 13:19! Take that, reality. Here's some new results. I think it's all a definite improvement over the old version, and it's hard to tell the difference between the fast way (rev2) and the two-hour way (rev1). Rev3 is a last minute adjustment I tried - lowering the amount o...
by Khaz
Tue Apr 14, 2015 5:23 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

Heh, thanks for the offer but I figured it out. Was just a stupid mistake where the list of tiles weren't being copied right as palettes were being merged. It's functional again. Currently pending processing of the same test cat for comparison with the original program. Once I confirm it's working r...
by Khaz
Tue Apr 14, 2015 3:05 pm
Forum: SNESdev
Topic: idea for rotating large tile-map-like objects
Replies: 35
Views: 7313

Re: idea for rotating large tile-map-like objects

Oh of course, I've just seen so many hacks of the sonic games with Knuckles, Tails, even Amy in place of Sonic I just figured it was one of those. I thought the tiles looked a bit different. But if we're taking about an iOS version here then it really has nothing to do with rotation on SNES or Genes...
by Khaz
Tue Apr 14, 2015 2:41 pm
Forum: SNESdev
Topic: idea for rotating large tile-map-like objects
Replies: 35
Views: 7313

Re: idea for rotating large tile-map-like objects

Ah. So there was never any smooth rotation in actual Sonic 1. I see...
by Khaz
Tue Apr 14, 2015 2:28 pm
Forum: SNESdev
Topic: idea for rotating large tile-map-like objects
Replies: 35
Views: 7313

Re: idea for rotating large tile-map-like objects

Oh.

Uh.

Is there video of actual Sonic 1 with the actual rotation hack?
by Khaz
Tue Apr 14, 2015 2:17 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

Okay, sooo, I think it might be working in Python now. I need a new palette-merging strategy because it's taking a very long time. The problem is that since I'm doing 8x8 tiles now, a 1/4 screen image gives you 256 different palettes to merge together, which in itself is doable. I re-wrote it to qui...
by Khaz
Tue Apr 14, 2015 1:48 pm
Forum: SNESdev
Topic: idea for rotating large tile-map-like objects
Replies: 35
Views: 7313

Re: idea for rotating large tile-map-like objects

I'm blown away that that smooth rotation is actually coded into Sonic 1 and not used. I think I can see why - it's hard to see in the video because the jerk playing it keeps jumping, but you can kind of see tiles slip slightly out of place as it rotates, making flat walls look not perfectly flat and...
by Khaz
Mon Apr 13, 2015 10:15 pm
Forum: SNESdev
Topic: Graphics in Excel (New: 'Tiled' Map Translation Tools!)
Replies: 94
Views: 31063

Re: Graphics in Excel

b = chr( 123 ) Well, it's not really a byte, but a character (or in fact, a string), but in practice it behaves the same. I don't know if this is a difference between python 2 and 3 but I'm pretty sure they don't behave the same. ".write" in "binary mode" expects these particula...