Search found 186 matches
- Fri Jun 14, 2019 3:46 am
- Forum: SNESdev
- Topic: Maybe floating point isn't that bad of an idea.
- Replies: 27
- Views: 17879
Re: Maybe floating point isn't that bad of an idea.
I'm lost, What is it for?.
- Sun Jun 09, 2019 12:51 pm
- Forum: SNESdev
- Topic: My Project : Super Papi Commando + SuperDan
- Replies: 14
- Views: 14904
Re: My Project : Super Papi Commando + SuperDan
You mean 60/65% of DMA time?, then these are too many KB's for animations/background there XDKannagi wrote:I'm not worried , all the collisions are tested.
I don't have a lot of CPU% (35-40%), so I'll have to pay attention to the rest for animation, AI / Pattern and bomb
- Sun Jun 09, 2019 6:20 am
- Forum: SNESdev
- Topic: My Project : Super Papi Commando + SuperDan
- Replies: 14
- Views: 14904
Re: My Project : Super Papi Commando + SuperDan
Thank you ! Yes that's a lot, I had to optimize a lot to display + collisions ;) I hope that I can finalize an internship to give an overview in real conditions. In fact, it was the problem with the gradius III: too much hit boxes for collisions. And look its perfomance (and it was the big konami w...
- Sat Jun 08, 2019 5:23 am
- Forum: SNESdev
- Topic: My Project : Super Papi Commando + SuperDan
- Replies: 14
- Views: 14904
Re: My Project : Super Papi Commando + SuperDan
100 bullets is a nightmare, good to see you working on that.
Good work!
Good work!
- Wed Nov 21, 2018 3:34 am
- Forum: SNESdev
- Topic: where the "hires mode causes slowdown" myth comes from
- Replies: 14
- Views: 10159
Re: where the "hires mode causes slowdown" myth comes from
If an interlaced picture is scrolled vertically by a scanline per field (60 fps), then only the even scanlines or the odd scanlines of the picture will ever be visible. When SDTV was common, it was usual for viewers of basketball matches to see this sort of jagged artifact on the 3-point arc and th...
- Tue Nov 20, 2018 6:02 pm
- Forum: SNESdev
- Topic: where the "hires mode causes slowdown" myth comes from
- Replies: 14
- Views: 10159
Re: where the "hires mode causes slowdown" myth comes from
What kind of artifacts can occasionate that interlacing?.psycopathicteen wrote:I think they made it slow to avoid interlacing artifacts.
- Tue Nov 20, 2018 3:46 pm
- Forum: SNESdev
- Topic: where the "hires mode causes slowdown" myth comes from
- Replies: 14
- Views: 10159
Re: where the "hires mode causes slowdown" myth comes from
Hires and interlace mode require more pixels, which incurs slowdown when loading these pixels into VRAM. Hires and 8-bit modes have fewer layers, which may cause an engine to have to fall back to software compositing (like Bust-A-Move and Zoop , which use 8-bit), which incurs slowdown. Interlace ha...
- Thu Nov 08, 2018 5:15 pm
- Forum: SNESdev
- Topic: Trying to use TILE LAYER PRO
- Replies: 25
- Views: 16142
Re: Trying to use TILE LAYER PRO
None of us in this thread knows what the OP is trying to do with his work. We don't know if he just wants colours from sprites or tiles to use on a web page, if he's trying to make graphics to display on the SNES natively, if he's trying to reproduce them for another console or to something on PC, ...
- Tue Nov 06, 2018 8:33 pm
- Forum: SNESdev
- Topic: Trying to use TILE LAYER PRO
- Replies: 25
- Views: 16142
Re: Trying to use TILE LAYER PRO
Multiply each pair of hex digits by eight to get a reasonable approximation. For example, 1C 14 0C becomes E0 A0 60. 6 - 2 - 6 - 1 C 1 4 0 C x 8 __________ E 0 B 0 6 0 Why B and not A? (8x1=8 + 2= 10= A). I need to sleep something ^^ No. What they're saying is that, on the SNES, each color channel ...
- Tue Nov 06, 2018 4:20 pm
- Forum: SNESdev
- Topic: Trying to use TILE LAYER PRO
- Replies: 25
- Views: 16142
Re: Trying to use TILE LAYER PRO
SNES palettes are 5 bits per element, so you probably have to scale them to 8 bits, remapping the $00..$1F range into $00..$FF. You mean these directions are in base 10, and i have to interpret it like base 16?. I don't know in what form "1c 14 0c" from base 10 are increased to base 16......
- Mon Nov 05, 2018 4:56 am
- Forum: SNESdev
- Topic: Trying to use TILE LAYER PRO
- Replies: 25
- Views: 16142
Re: Trying to use TILE LAYER PRO
The SNES9x error you get is because the program requires a **very** specific version of Visual C++ Runtimes, and for x86 (not x64). Without it, you get an incredibly nebulous and weird error. Attached is a .zip of the vceredit_x86.exe needed. Thank you very much, it works perfectly, but for now i d...
- Sun Nov 04, 2018 9:35 pm
- Forum: SNESdev
- Topic: Trying to use TILE LAYER PRO
- Replies: 25
- Views: 16142
Re: Trying to use TILE LAYER PRO
Sorry for upping the thread. I'm trying to use the No$sns debug, but all the information color that i get of every palette is incorrect, giving always a black color in every slot of every palette. I've done some improvements, but totally blinded cause i can't get the real color information... so, th...
- Sun Sep 30, 2018 8:26 am
- Forum: SNESdev
- Topic: Converting a Lorom pcb cart to a hirom pcb cart
- Replies: 27
- Views: 20271
Re: Converting a Lorom pcb cart to a hirom pcb cart
I'm reading that inside of the header (64 Bytes), there is a Byte called "ROM layout" that determines what kind of memory ROM uses the game (LoROM, HiROM, ExLoROM, ExHiROM, fastROM, or slowROM). The SNES doesn't care about the header except for the interrupt pointers. The rest could be co...
- Sat Sep 29, 2018 3:39 pm
- Forum: SNESdev
- Topic: Converting a Lorom pcb cart to a hirom pcb cart
- Replies: 27
- Views: 20271
Re: Converting a Lorom pcb cart to a hirom pcb cart
"HiROM" (officially mode $21) and "LoROM" (officially mode $20) have nothing to do with "FastROM" and "SlowROM". There is a single control inside the SNES that specifies whether memory accessed in banks $80-$BF, $8000-$FFFF, and banks $C0-$FF is accessed at 3...
- Sat Sep 29, 2018 12:14 pm
- Forum: SNESdev
- Topic: Converting a Lorom pcb cart to a hirom pcb cart
- Replies: 27
- Views: 20271
Re: Converting a Lorom pcb cart to a hirom pcb cart
Sorry for posting so late.
I lately was wondering about convert a LO-rom game into a HI-rom game, letting the snes functioning to 3,58mhz... theoretically it could eliminate some slowdowns, right?.
I lately was wondering about convert a LO-rom game into a HI-rom game, letting the snes functioning to 3,58mhz... theoretically it could eliminate some slowdowns, right?.