Search found 305 matches

by TOUKO
Sun Jan 03, 2016 9:25 am
Forum: NESdev
Topic: Compression benchmarks
Replies: 23
Views: 10849

Re: Compression benchmarks

if you are interested by LZ4 decompressor, you can find the 6502 implementation here :
http://pferrie.host22.com/misc/appleii.htm
by TOUKO
Mon Dec 28, 2015 3:58 am
Forum: NESdev
Topic: Compression benchmarks
Replies: 23
Views: 10849

Re: Compression benchmarks

You have the lz4 one :
http://www.brutaldeluxe.fr/products/crossdevtools/lz4/

It's for 65816 cpu but a 6502 version exist somewhere .

It's a fast decompressor (real time oriented), but it have not the best ratio of course .
by TOUKO
Wed Dec 09, 2015 12:19 pm
Forum: SNESdev
Topic: faster, but less accurate, sprite rotation algorithm
Replies: 6
Views: 3429

Re: faster, but less accurate, sprite rotation algorithm

Converting from packed pixel to planar takes a lot of work too
It consumes many cycles ??

I said to stef, that the main reason for slow rendering on snes was his planar mode,it take many more cycles than packed pixels and makes software effects more slower than MD .
by TOUKO
Tue Sep 01, 2015 10:28 am
Forum: SNESdev
Topic: SNES register sizing schemes (65816 M and X)
Replies: 28
Views: 7236

Re: SNES register sizing schemes (65816 M and X)

Memory is *never* a problem for me on MD as on SNES, you have plenty of them so there is no interest in trying to optimize their use. It is definitely useful on NES and PCE systems though :p Working with 8 bit allow you to do some tricks that are not possible with 16 bit . Of course on 68k, working...
by TOUKO
Fri Aug 28, 2015 7:47 am
Forum: General Stuff
Topic: What is the slowest part of 6502/65816 running C?
Replies: 78
Views: 12040

Re: What is the slowest part of 6502/65816 running C?

I think the banks system is also an issue .

I don't know if the 65816 can access directly of his full 24 bits addressing .
by TOUKO
Mon Jun 29, 2015 9:14 am
Forum: NESdev
Topic: Unexpected "Good glitches"
Replies: 23
Views: 6826

Re: Unexpected "Good glitches"

Wait, damn. I thought it was just a high frequency sine (that has been done before precisely to get this kind of effect).
No pure hazardous :P , i have not seen an effect like this before .
by TOUKO
Mon Jun 29, 2015 8:00 am
Forum: NESdev
Topic: Unexpected "Good glitches"
Replies: 23
Views: 6826

Re: Unexpected "Good glitches"

The bug was an uninitialized sine table .

Originaly, i wanted to do this :
https://youtu.be/vLUnXOm6o18?t=2m49s

Not really an hardware bug, but like Vectrex2809's one i think,a bug in his code,which did an unexpected effect.
by TOUKO
Mon Jun 29, 2015 3:28 am
Forum: NESdev
Topic: Unexpected "Good glitches"
Replies: 23
Views: 6826

Re: Unexpected "Good glitches"

Cool effect ..
i was in the same case, when i went to make a TF3 wavy fire effect .
The result is here :
https://www.youtube.com/watch?v=qsSsNe3RfSk

It runs at 60 fps .
by TOUKO
Wed Jun 24, 2015 12:59 am
Forum: SNESdev
Topic: Flaw in Ben Heck's 16 console wars video.
Replies: 27
Views: 7685

Re: Flaw in Ben Heck's 16 console wars video.

Excellent, and thanks for sharing the source code :wink:
by TOUKO
Tue Jun 23, 2015 12:31 am
Forum: SNESdev
Topic: Flaw in Ben Heck's 16 console wars video.
Replies: 27
Views: 7685

Re: Flaw in Ben Heck's 16 console wars video.

How do you do that type of compression on planar tiles? Don't you need a whole lot of shifting? No lz4 is in fact more a simple bytes copy,you don't need to shift datas at all, this is why is so fast . you need to shift only the litteral length to retrieve the size of the litteral part to copy. Loo...
by TOUKO
Mon Jun 22, 2015 12:41 am
Forum: SNESdev
Topic: Flaw in Ben Heck's 16 console wars video.
Replies: 27
Views: 7685

Re: Flaw in Ben Heck's 16 console wars video.

If we talk about decompression, in Miniplanets I'm just streaming rafts and conveyor belts because I'm too lazy to make a software scrolling routine for them, but I also don't want them to eat up too much ROM space so I keep them compressed... meaning the game has to decompress the graphics on the ...
by TOUKO
Thu Jun 18, 2015 11:20 pm
Forum: SNESdev
Topic: Flaw in Ben Heck's 16 console wars video.
Replies: 27
Views: 7685

Re: Flaw in Ben Heck's 16 console wars video.

But would LZ4 on the Super NES handle planar tiles well? Yes i converted the lz4 for pcengine (with planar graphics too) and it compress very well for a real time decompressor, far better than RLE . Does Sonic decompress 128x128 rooms as it scrolls, or does it decompress all the 128x128 rooms at th...
by TOUKO
Thu Jun 18, 2015 11:46 am
Forum: SNESdev
Topic: Flaw in Ben Heck's 16 console wars video.
Replies: 27
Views: 7685

Re: Flaw in Ben Heck's 16 console wars video.

If your scrolling has become pattern update-bound, and the Genesis can decompress pattern updates faster, then the Genesis can scroll faster. Tiles decompression in sonic is about 3/6 tiles per frame, i don't think this is really incredible . With 128ko you can decompress most datas before starting...
by TOUKO
Thu Jun 18, 2015 12:43 am
Forum: SNESdev
Topic: Flaw in Ben Heck's 16 console wars video.
Replies: 27
Views: 7685

Re: Flaw in Ben Heck's 16 console wars video.

I agree with tokumaru, and the ability to scroll faster has nothing to do with the number of layers or colors on screen, because you rarely update 3 layers at 60 fps (or even 30), the 2nd and 3rd are rarely updated and wrap around in most case,but for sure you eat more VRAM .