Search found 305 matches
- Fri Oct 27, 2017 3:00 am
- Forum: SNESdev
- Topic: Dealing with only X, Y, and Direct Page.
- Replies: 29
- Views: 7690
Re: Dealing with only X, Y, and Direct Page.
How expensive was the 68000 anyway in the early 90s anyway? Really it's hard to tell,it's not easy to find prices of that erea,but i think the MD's price when the snes came out speak for himself,snes's VRAM,PPUs,And audio part was more expensive than her MD's counterpart,and the snes's launch price...
- Fri Oct 27, 2017 2:39 am
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26682
Re: Whatcha want in a fighting game?
If I were to attempt a port of Thunder Force IV, I'd try to do it with stock hardware only i agree, but can we consider for exemple the use of a SA-1(only the 65816 core) as cheating ?? If somebody can patch TF3 and delete/minimise his slowdowns like psycopathicteen did with SGnG :? In fact the big...
- Thu Oct 26, 2017 6:00 am
- Forum: SNESdev
- Topic: Dealing with only X, Y, and Direct Page.
- Replies: 29
- Views: 7690
Re: Dealing with only X, Y, and Direct Page.
It sounds like 93143 has 68000 envy. Blast processing much? Take it a step further and you have Thumb. The 68K even in 90 was expensive and not customisable (not allowed by motorola). For me The 65816 was a good choise, but not at 2.68 mhz, a SA-1 like(even more limited in features) would have been...
- Thu Oct 26, 2017 5:40 am
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26682
Re: Whatcha want in a fighting game?
to avoid accusations of "cheating" The teams who's developing for the MD, don't care about this assumption . For exemple: Pier solar 64 MB Paprium 64/80 MB Overdrive 2 64 MB it seems that all SF2 versions (exept alpha) were uncompressed,so you can easily make a good fighting game with 40/...
- Thu Oct 26, 2017 2:55 am
- Forum: SNESdev
- Topic: Dealing with only X, Y, and Direct Page.
- Replies: 29
- Views: 7690
Re: Dealing with only X, Y, and Direct Page.
how did they get the SA-1 to run at 10MHz? Was it built using a smaller manufacturing process? (It doesn't have a fan, or even a heat sink.) The 5A22 in the SNES can't be that underclocked. If i remember correctly, the 65816 was at start intended to run at this clock,and quickly pushed to 14mhz,and...
- Wed Oct 25, 2017 9:22 am
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26682
Re: Whatcha want in a fighting game?
Ah ok, it's a good reason then 
- Wed Oct 25, 2017 7:15 am
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26682
Re: Whatcha want in a fighting game?
You are speaking of compression, but what you want exactly ??
On the fly decompression, or the best compression possible ??
Because i don't think that huffman is particularly well suited for on the fly decompression or graphic datas, and so why using compression today when big roms are cheap ??
On the fly decompression, or the best compression possible ??
Because i don't think that huffman is particularly well suited for on the fly decompression or graphic datas, and so why using compression today when big roms are cheap ??
- Tue Oct 24, 2017 4:26 am
- Forum: SNESdev
- Topic: Dealing with only X, Y, and Direct Page.
- Replies: 29
- Views: 7690
Re: Dealing with only X, Y, and Direct Page.
On PCE you don't need any VRAM finding routine as you can CRAM sprites in all your 64ko . Personally i use a double buffer in VRAM if dynamic sprites is needed(E.G:for BTU) as you can write to it at any time. For OAM/SAT, no registrers is needed, as personally i write directly to VRAM . I think if y...
- Fri Oct 20, 2017 6:13 am
- Forum: Newbie Help Center
- Topic: JSR
- Replies: 18
- Views: 5644
Re: JSR
One of the new instructions in Hudson's 65C02 derivative the Hu6280, is the BSR - Branch to Subroutine instruction. Doesn't seem too useful since the subroutine must be close to the branch, but I guess it can be used in relocatable code since branches are relative. You're right, BSR is useless beca...
- Fri Oct 20, 2017 2:42 am
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26682
Re: Whatcha want in a fighting game?
I don't think fighting games are that CPU intense. You're right, if you don't need compression it's how much data you can transfer in VRAM who's counting . Do you know if anyone ever tried Stef's LZ4W on the SNES? if you want a well suited on the fly depacker for the 65816 you can look at this : ht...
- Wed Oct 11, 2017 10:34 am
- Forum: General Stuff
- Topic: Self-made misconceptions that you believed about games
- Replies: 133
- Views: 30054
Re: Self-made misconceptions that you believed about games
There's just so many memory speed optimizations Ricoh could've made. They could've speeded the chip up during dummy cycles, and they could've ignored the DRAM refresh cycle while the CPU wasn't trying to access it. Yes all those mistakes let me think that nintendo definitely wanted the most cheapes...
- Tue Oct 10, 2017 6:47 am
- Forum: General Stuff
- Topic: Self-made misconceptions that you believed about games
- Replies: 133
- Views: 30054
Re: Self-made misconceptions that you believed about games
Otherwise there weren't much justified reasons to use a 65816 as the SFC's CPU You forgot price(even in 90, the 68k was very expensive compared to 65xxx .) and customisation, the 68k customisation was not allowed by motorola until 92/93(more or less when the asic began to appear) . And with a littl...
- Thu Sep 07, 2017 1:17 am
- Forum: SNESdev
- Topic: So what kind of stuff do people want to see on the SNES?
- Replies: 19
- Views: 8177
Re: So what kind of stuff do people want to see on the SNES?
For mode 7 settings for example, why don't use MVN ??
- Tue Jul 04, 2017 12:55 am
- Forum: SNESdev
- Topic: 16/16-bit division
- Replies: 13
- Views: 5095
Re: 16/16-bit division
http://codebase64.org/doku.php?id=base:6502_6510_maths
But no magic, you need LUT if you want some speed .
But no magic, you need LUT if you want some speed .
- Mon May 29, 2017 9:34 am
- Forum: SNESdev
- Topic: Rotating BIG sprites
- Replies: 24
- Views: 10145
Re: Rotating BIG sprites
impressive, i think there is some hardware init problems, it works fine on snes9x, but the music works only after a reset . If you let some foes coming to the most left side and kill them, there is no slow down even with sprite rotation. @psycopathicteen: Do you rotate the entire sprite or only the ...