Search found 186 matches

by Señor Ventura
Thu Sep 27, 2018 5:26 pm
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

I've read from some programmers that snes has an amount of memory for sprites, and an amount of memory for backgrounds, so it is preselected. Ah. That information may pertain more towards game-specific memory budgets, then - if you were doing modifications to an existing game like Super Mario World...
by Señor Ventura
Thu Sep 27, 2018 3:44 pm
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

Hmm, I'm not sure where you ever got 45KB from. The total RAM available for the PPU is 64KB in size, and all background, sprite, and tile data can be addressed in that space without any restriction. I've read from some programmers that snes has an amount of memory for sprites, and an amount of memo...
by Señor Ventura
Thu Sep 27, 2018 3:25 pm
Forum: SNESdev
Topic: Wich could have been an realistically accurate SNES by DATE?
Replies: 45
Views: 28424

Re: Wich could have been an realistically accurate SNES by D

They would have needed working prototypes of the hardware at least 6 months before final devkits. Here is a link from nintendolife (i didn't read yet). The North American SNES Almost Shipped With Super FX Built-In http://www.nintendolife.com/news/2013/07/the_north_american_snes_almost_shipped_with_...
by Señor Ventura
Wed Sep 26, 2018 6:06 pm
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

@Señor Ventura What are you trying to say? Both SNES images take the same amount of memory in VRAM; 56KB excluding the tilemap. Backgrounds can use 1024 unique tiles, which for an 8bpp background, is the entire 64KB of VRAM. But the ppu1 don't give more than 45KB for backgrounds, so, i don't get wh...
by Señor Ventura
Wed Sep 26, 2018 2:44 pm
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

The SNES ones are the two on the bottom; the bottom left is with 8 channel HDMA, the one in the bottom right is without. Fantastic job by the way; it looks closer to the 15bpp version for the most part. The shadow of the face is the only thing that looks noticeably poor. With the 8bpp version, I'd ...
by Señor Ventura
Wed Sep 26, 2018 11:37 am
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

CypherSignal wrote:
Señor Ventura wrote:That 15bpp are really possible in snes?, How many KB's occupies?.
The 15bpp images are only provided for reference/comparison, as per lidnariq's request.
So, the two of the snes are the two of the right, right?.
by Señor Ventura
Wed Sep 26, 2018 11:22 am
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

That 15bpp are really possible in snes?, How many KB's occupies?.
by Señor Ventura
Wed Sep 26, 2018 9:41 am
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

Wasn't the restriction to 2.68MHz because of the slow ROM chips of the day + the 8-bit data bus? Yes, presumably the WRAM forces the DMA to adapt its frequency to 2,68mhz, i don't know if the DMA actually works at 3,58mhz of stock. A 16-bit data bus is needed, but that doesn't seem possible with a ...
by Señor Ventura
Wed Sep 26, 2018 9:34 am
Forum: SNESdev
Topic: Wich could have been an realistically accurate SNES by DATE?
Replies: 45
Views: 28424

Re: Wich could have been an realistically accurate SNES by D

There is the small matter that the SFX didn't exist when the SNES was made. The fact is was made in the UK by Argonaut. I've read that it was near to be real simultaneously during the fabricantion of the american snes. Does the SNES make use of the phi1 half of the clock cycle to bus share? Here yo...
by Señor Ventura
Wed Sep 26, 2018 7:08 am
Forum: SNESdev
Topic: Wich could have been an realistically accurate SNES by DATE?
Replies: 45
Views: 28424

Re: Wich could have been an realistically accurate SNES by D

I found this newspaper article from 1984 and it says the 68000 was only $15. If that's the case how cheap was it in 1990, and how much money did Nintendo really save by using a custom 65816? https://www.nytimes.com/1984/06/29/business/motorola-s-powerful-new-chip.html Not only in matters of money, ...
by Señor Ventura
Wed Sep 26, 2018 5:49 am
Forum: SNESdev
Topic: Wich could have been an realistically accurate SNES by DATE?
Replies: 45
Views: 28424

Wich could have been an realistically accurate SNES by DATE?

Greetings. Lately have been rounding over my head some questions about the snes and its potentially spectrum of possibilities in terms of hardware. The option of an different cpu than the 65816 is discarded cause it always been plannified an custom WDC, but the question is, What kind of solutions wo...
by Señor Ventura
Wed Sep 26, 2018 5:23 am
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

This is hypothetical and thus not useful, but the sad thing is, if the SNES had 128KB of VRAM as originally intended, the S-PPU could have been made to support something like a 16bpp bitmap mode, as it has just enough graphics bandwidth. (Although you'd only have 8KB for sprites, assuming the bitma...
by Señor Ventura
Sun Aug 19, 2018 2:22 pm
Forum: Other Retro Dev
Topic: WDC offers free C Compiler/Optimizer and more
Replies: 52
Views: 52314

Re: WDC offers free C Compiler/Optimizer and more

It doesn't send any email when it is registered :?:
by Señor Ventura
Mon Aug 06, 2018 5:18 pm
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 68940

Re: How well can Metal Slug backgrounds be recreated with ti

...that's not a good excuse. Remember, SNES pixels aren't square; the image stretches to fill (approximately) a standard 4:3 TV screen. Neo Geo pixels aren't quite square either, but they're closer (actually, the display area was 320 wide, but most games didn't use the full width because the output...