Search found 49 matches

by greatkreator
Thu Aug 01, 2019 12:48 pm
Forum: SNESdev
Topic: How SuperFX assisted games displayed?
Replies: 27
Views: 20051

How SuperFX assisted games displayed?

How SuperFX assisted games displayed? For example SuperFX chip generates graphics and then it should be transferred to the screen. SNES has quite low bandwidth. Is it possible at all to transfer an array of image data to the screen with reasonable fps? As far I can see so far such games have quite l...
by greatkreator
Sat Mar 10, 2018 10:50 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

Please don't stop!
Your project is much better than Super NT.
by greatkreator
Sun Nov 12, 2017 5:29 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

That's was a joke. However my words are serious.
Please feel free to contact me concerning that matter.
by greatkreator
Fri Nov 10, 2017 1:09 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

I would buy that information with a pleasure.
Pirates! If you are reading this please contact me.
I really want to have a good clone of SNES (not something similar to SNES's behaviour).
by greatkreator
Wed Nov 08, 2017 10:36 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

Yes. You understand everything absolutely right. (: almost a mind reader. There are already a lot of software-based "black boxes" and even one hardware-based "black box" and one is coming. It's needed at least one good "white box". I guess it hasn't happened yet because...
by greatkreator
Wed Nov 08, 2017 6:15 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

Yes right. I meant exactly that. If one makes a hardware clone it should be good. What reason to make another hardware emulator made "by symptoms" of the work of the original console. The symptomatic approach has already been satisfied by a lot of people. A very good emulator but still an ...
by greatkreator
Mon Nov 06, 2017 12:09 pm
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

Snes mini is just a disgusting and deeply disappointing piece of cr.. Of course it will be absolutely ok for the majority of casual players that would like to get a bit of retro enjoyment. But why Nintendo did release that?!... Please unrelease it back. Create the same cool console as it was in the ...
by greatkreator
Sun Nov 05, 2017 10:45 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

It seems to be a bit unpleasant to find out Super Nt is released... However the fact that the both are useless fakes soothes the pain. The battle of fakes is coming: who will be more similar to the Original? It could be an exact hardware copy of the original but who needs it? Everyone needs a fake. ...
by greatkreator
Mon Aug 21, 2017 6:40 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

I see. It does make sense to some extent. Yes that exactly what I dream about. I would support such a project with a pleasure as much as I can. Exactly 101% SNES (not something that looks like very much as SNES) will live forever. But unfortunately I don't know whether other people would support my ...
by greatkreator
Mon Aug 21, 2017 5:55 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

If it would be so then it would really cool. But the question is how to do that without reverse engineering? It will be 99.98% solution but not the same. Those 0.02% will always show who is who. As far I understand he uses the same "symptomatic" approach as emulators (not a reverse enginee...
by greatkreator
Mon Aug 21, 2017 3:40 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

As a open-source project it's absolutely ok. But to get enough(or even more) money as a crowd-founding project for that it should be much more interesting. A too niche interest can't attract enough founders. And it seems like you are trying to come up with reasons for the project existence than the ...
by greatkreator
Mon Aug 21, 2017 3:08 am
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

Likely the price won't be cheaper than a PC capable to run any SNES emulator (a PC which can do a lot of other jobs as well). Power consumption? Maybe I am not enough environment friendly or just my electricity price 0.10 USD per kWh is not high enough to take it in account... I really can't underst...
by greatkreator
Sun Aug 20, 2017 1:06 pm
Forum: SNESdev
Topic: Introducing the VeriSNES (FPGA-based SNES)
Replies: 307
Views: 204038

Re: Introducing the VeriSNES (FPGA-based SNES)

Hi jwdonal! I have few questions and could you please clarify: As far I understand you do almost the same what SNES emulators do but just use FPGA for that instead a software approach? Your hardware based emulation has better results than the current SNES emulators because of your analysis of hardwa...
by greatkreator
Thu Jan 28, 2016 7:46 pm
Forum: NESdev
Topic: Change palette values per scanline in practical way
Replies: 28
Views: 8813

Re: Change palette values per scanline in practical way

What's about skip odd lines in odd frames and skip even lines in even frames? To simulate some kind of "interlace".
It may work. At least on LCDs.
by greatkreator
Thu Jan 28, 2016 3:28 pm
Forum: NESdev
Topic: Change palette values per scanline in practical way
Replies: 28
Views: 8813

Re: Change palette values per scanline in practical way

It's not a problem for me at all. I am ready for that.

I just need to know about its theoretical possibilities.
Just not to be trying to get physically impossible things.