Search found 186 matches

by Señor Ventura
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?.
by Señor Ventura
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

Kannagi 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
You mean 60/65% of DMA time?, then these are too many KB's for animations/background there XD
by Señor Ventura
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...
by Señor Ventura
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! :D
by Señor Ventura
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...
by Señor Ventura
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

psycopathicteen wrote:I think they made it slow to avoid interlacing artifacts.
What kind of artifacts can occasionate that interlacing?.
by Señor Ventura
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...
by Señor Ventura
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, ...
by Señor Ventura
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 ...
by Señor Ventura
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......
by Señor Ventura
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...
by Señor Ventura
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...
by Señor Ventura
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...
by Señor Ventura
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...
by Señor Ventura
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?.