Search found 49 matches

by greatkreator
Thu Jan 28, 2016 8:11 am
Forum: NESdev
Topic: Change palette values per scanline in practical way
Replies: 28
Views: 8813

Re: Change palette values per scanline in practical way

Thanks everyone who helped!

Actually I am interested exactly in pushing the limits.
by greatkreator
Wed Jan 27, 2016 11:01 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

Is the same situation with the attribute table values? Only 3 32x32 attribute block can be changed?

If I don't use sprites or/and scrolling does it help anyhow to increase number of changed colors or attribute block values?
by greatkreator
Wed Jan 27, 2016 10:35 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

Thanks a lot guys! I hoped maybe it was possible to sacrifice side tiles to extend hblank possibilites. The fact that it's needed to sacrifice entire scanline is sad. Everything becomes quite impractical. So as tepples said (and I have understood it right) it's needed one scanline to change 3 values...
by greatkreator
Wed Jan 27, 2016 10:14 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

By "several blank lines" you mean blank scan lines? Right?

Concerning the title screen of Indiana Jones: I see empty tiles in the left not right. Isn't?
by greatkreator
Wed Jan 27, 2016 10:00 pm
Forum: NES Hardware and Flash Equipment
Topic: Famicom/Dendy SRAM cartrige
Replies: 137
Views: 118351

Re: Famicom/Dendy SRAM cartrige

What advantages does your device have (over Krikzz's one)?
by greatkreator
Wed Jan 27, 2016 9:52 pm
Forum: NESdev
Topic: Change palette values per scanline in practical way
Replies: 28
Views: 8813

Change palette values per scanline in practical way

Is it possible to change the palette's values per a scanline in a practical way (so it can be used in a game and not only demo)?
by greatkreator
Thu Dec 10, 2015 8:44 pm
Forum: NESdev
Topic: Effective way to display almost random RGB(222) on NES?
Replies: 22
Views: 6039

Re: Effective way to display almost random RGB(222) on NES?

I guess I am able to produce such a mapper.
The only problem video hardware limitations.

I would like to have FMV injections in my games.
They just impressed me too much in the childhood (:
by greatkreator
Thu Dec 10, 2015 8:37 pm
Forum: NESdev
Topic: Effective way to display almost random RGB(222) on NES?
Replies: 22
Views: 6039

Re: Effective way to display almost random RGB(222) on NES?

It seems it's standard possibilities. Isn't it?
I cannot see the 8x1 "colorness".
by greatkreator
Thu Dec 10, 2015 8:24 pm
Forum: NESdev
Topic: Effective way to display almost random RGB(222) on NES?
Replies: 22
Views: 6039

Re: Effective way to display almost random RGB(222) on NES?

Thanks for the demos! Impressive!

But from the technical point of view 3 colors + background is real for each 8x1 pixel block using fullscreen and 60 fps (if such a mapper will appear some day)?
by greatkreator
Thu Dec 10, 2015 7:27 pm
Forum: NESdev
Topic: Effective way to display almost random RGB(222) on NES?
Replies: 22
Views: 6039

Re: Effective way to display almost random RGB(222) on NES?

Yes I am aware of HSL. I just simplified the question because usually random pixel arrays named as RGB. Actually as far I know NES's HSL values quite closely resembles 2-bit per channel RGB. Yes I read about those restrictions. That's why I am trying to ask some experienced NESers who did something ...
by greatkreator
Thu Dec 10, 2015 7:21 pm
Forum: SNESdev
Topic: Who knows how to use the direct color the most effectively?
Replies: 21
Views: 5936

Re: Who knows how to use the direct color the most effective

Cool! If it's true. For me "(224x192) x 128 colors x 30 fps" is already acceptable. It would be perfect to reach one-tile-wide borders instead two-tile-wide of 224 but it's ok. It's very good! Thanks for the hope! 93143 cool "hcolor"! what "fps" does it have? Is that re...
by greatkreator
Thu Dec 10, 2015 6:54 pm
Forum: NESdev
Topic: Effective way to display almost random RGB(222) on NES?
Replies: 22
Views: 6039

Effective way to display almost random RGB(222) on NES?

What is the most effective way to display almost random RGB(222) array on NES? What result can NES produce to display for example and "RGB222" array of almost arbitary values? I am not (yet) from NES/SNES world so I ask such unintelligent questions! However I will improve. I know that NES ...
by greatkreator
Thu Dec 10, 2015 4:11 pm
Forum: SNESdev
Topic: Who knows how to use the direct color the most effectively?
Replies: 21
Views: 5936

Re: Who knows how to use the direct color the most effective

I meant arbitary colors but not "absolutely" arbitary. Arbitary for human eye. If you cannot distinguish - then it's fine for me.
I need it not from theoretical view but practical usage.
by greatkreator
Thu Dec 10, 2015 9:25 am
Forum: SNESdev
Topic: Who knows how to use the direct color the most effectively?
Replies: 21
Views: 5936

Re: Who knows how to use the direct color the most effective

My only purpose is to display random RGB array having for example about 100 colors and with 30 FPS. As far I see currently I can do it for 256x144 view. I don't know anything about SNES programming I just started to read tutorial/manuals. For example my current development for Sega MD/G can produce ...
by greatkreator
Thu Dec 10, 2015 2:21 am
Forum: SNESdev
Topic: Who knows how to use the direct color the most effectively?
Replies: 21
Views: 5936

Re: Who knows how to use the direct color the most effective

Thanks a lot for the first actual numbers! Is this "256x144x8bpp at 30 fps" using the forced vblank? Yes I meant 3/2 buffering. Nevermind! The interlaced graphics is not an option. Too much flickering. Isn't possible somehow using two layers to enhance scaled image made of 2x2 pixel blocks...