Search found 186 matches
- Sun Dec 03, 2017 7:09 am
- Forum: SNESdev
- Topic: Trying to use TILE LAYER PRO
- Replies: 25
- Views: 16139
Re: Trying to use TILE LAYER PRO
BSNES Debugger allows you to view CGRAM, so you can copy the palettes from there. However, whatever palette you want has to currently be onscreen. As has been stated earlier, there's no real easy way to do this. THAT is the info i expected (where to get what palettes is using every game). I don't u...
- Sat Dec 02, 2017 1:59 pm
- Forum: SNESdev
- Topic: Trying to use TILE LAYER PRO
- Replies: 25
- Views: 16139
Trying to use TILE LAYER PRO
Hello... I'm trying to use this programs, but its restrictiveness confuses me a bit with the way of having to choose an specific palette to allow you to see the graphics. Can somebody tell me some topics to learn how to achieve to know what is the correct palette, and how to obtain from every rom?. ...
- Mon Oct 09, 2017 3:44 am
- Forum: SNESdev
- Topic: Is really necessary the DSP-1 in the mario kart cartridge?
- Replies: 4
- Views: 3765
Re: Is really necessary the DSP-1 in the mario kart cartridg
Thank you for the answers...
So, if i read well, that pirate mario kart doesn't have any DSP in the cartridge, and there are no backgrounds for the circuits, right?.
Then, it takes sense when we speak about the DSP transforming bitmaps into tiles... or not?.
So, if i read well, that pirate mario kart doesn't have any DSP in the cartridge, and there are no backgrounds for the circuits, right?.
Then, it takes sense when we speak about the DSP transforming bitmaps into tiles... or not?.
- Sun Oct 08, 2017 5:19 am
- Forum: SNESdev
- Topic: Is really necessary the DSP-1 in the mario kart cartridge?
- Replies: 4
- Views: 3765
Is really necessary the DSP-1 in the mario kart cartridge?
Good day (xD). Sometimes i do myself the same type of questions, but really i don't know so much about that kind of "extra cpu's", so i'm frequently getting lost myself when i see games as demanding of "raw power" as the mario kart (street racer at 2 or 4 players), and i see that...
- Sun Oct 08, 2017 5:05 am
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26681
Re: Whatcha want in a fighting game?
Yeah, something like: -Character 1 upload the tiles ot it animation during odd frames. Character 1 starts its animation during odd frames. -Character 2 upload the tiles of it animation during pair frames. Character 2 starts its animation during pair frames. -In the third frame is mixed all the compu...
- Fri Oct 06, 2017 8:36 am
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26681
Re: Whatcha want in a fighting game?
I think a lot of fighting games waste a lot of time re-uploading the entire HUD every frame instead of just stuff that needs to be changed. You just need to change the health bars when a player gets hit, and change once a second. Depending of the complexity, maybe you can keep all the necessary til...
- Thu Oct 05, 2017 1:44 pm
- Forum: SNESdev
- Topic: Whatcha want in a fighting game?
- Replies: 62
- Views: 26681
Re: Whatcha want in a fighting game?
Based on some preliminary calculations, it is suspected by some that even Street Fighter Alpha 2 could have been done at full size without letterboxing on SNES if the engine had been optimized properly. Street fighter alpha 2 in snes has a brutal bandwidth that could let all the animations of the a...
- Tue May 23, 2017 6:36 pm
- Forum: SNESdev
- Topic: Some basic questions...
- Replies: 55
- Views: 17016
Re: Some basic questions...
I see, thank you to all 
Well, it has been a disappointment that thing with the clock of the DMA... 6.14KB per frame is good too, but one Byte every 6 or 7 master clocks would have probably been one of the most awaited features of snes nowadays...
Well, it has been a disappointment that thing with the clock of the DMA... 6.14KB per frame is good too, but one Byte every 6 or 7 master clocks would have probably been one of the most awaited features of snes nowadays...
- Tue May 23, 2017 12:56 pm
- Forum: SNESdev
- Topic: Some basic questions...
- Replies: 55
- Views: 17016
Re: Some basic questions...
Then, it could be said that DMA is practically useless if i use the cpu itself to transfer tiles at 3.58mhz?
If using DMA pauses CPU, and using CPU pauses DMA, instead of using DMA, Why not use the cpu to do that work? (anyway, it must be stopped, so, i don't see the sense).
If using DMA pauses CPU, and using CPU pauses DMA, instead of using DMA, Why not use the cpu to do that work? (anyway, it must be stopped, so, i don't see the sense).
- Sun May 21, 2017 9:40 am
- Forum: SNESdev
- Topic: Some basic questions...
- Replies: 55
- Views: 17016
Re: Some basic questions...
Exactly. CPU code execution cuts into potential DMA time, and DMA cuts into potential CPU time. The more time you spend in your NMI routine, the less time you have for computing everything else in the following frame. But if you're out of CPU time in one frame you're probably not going to be doing ...
- Sun May 21, 2017 9:04 am
- Forum: SNESdev
- Topic: Some basic questions...
- Replies: 55
- Views: 17016
Re: Some basic questions...
Are you sure?... if i use the cpu during all its cycles of an frame, i'm not lefting space to let the DMA work.creaothceann wrote:The 65816 is halted while the 5A22 performs the DMA.
- Sun May 21, 2017 8:14 am
- Forum: SNESdev
- Topic: Some basic questions...
- Replies: 55
- Views: 17016
Re: Some basic questions...
How is it possible?, What makes the DMA unit run at 2.68mhz when cpu runs at 3.58mhz?.psycopathicteen wrote:Dma is always 2.68Mhz even with fast ROM memory.
- Sat May 20, 2017 6:57 pm
- Forum: SNESdev
- Topic: Some basic questions...
- Replies: 55
- Views: 17016
Re: Some basic questions...
So, if the PPU's have 325996 master cycles, then at 3.58mhz the CPU has 325996/6 cpu cycles?. Your number 325996 appears to be 1364 (the total number of qpels per scanline) times 239 (the number of active picture scanlines per frame with tall display turned on). But in practice, you won't get exact...
- Sat May 20, 2017 4:12 pm
- Forum: SNESdev
- Topic: Some basic questions...
- Replies: 55
- Views: 17016
Re: Some basic questions...
One more thing:
So, if the PPU's have 325996 master cycles, then at 3.58mhz the CPU has 325996/6 cpu cycles?.Nicole wrote:CPU cycles are different. Depending on the area of memory accessed, one CPU cycle = 6 master cycles
- Fri May 05, 2017 4:30 pm
- Forum: SNESdev
- Topic: SNES (Playstation) finally plays CD-ROM games
- Replies: 53
- Views: 18797
Re: SNES (Playstation) finally plays CD-ROM games
The 16 version is only a snes with CD, and nothing more, right?.tepples wrote:It's the 16-bit version of the Super NES CD. I think the 32-bit version just became the PS-X after Sony cut out the dependency on a Super NES host.