Search found 186 matches

by Señor Ventura
Fri May 05, 2017 12:45 pm
Forum: SNESdev
Topic: SNES (Playstation) finally plays CD-ROM games
Replies: 53
Views: 18797

Re: SNES (Playstation) finally plays CD-ROM games

Is that the 32 bits snes cd?.
by Señor Ventura
Tue May 02, 2017 4:43 pm
Forum: SNESdev
Topic: Some basic questions...
Replies: 55
Views: 17016

Re: Some basic questions...

and so, It could be possible to gain some bandwidth if i proceed like that? No. It has sense... the PPU's has to reach that point to interrupt, it doesn't anticipates nothing, so, always will delay the same amount of time wheter if it draws or not (but, What about from the second interrupt?, that i...
by Señor Ventura
Tue May 02, 2017 6:17 am
Forum: SNESdev
Topic: Some basic questions...
Replies: 55
Views: 17016

Re: Some basic questions...

Not quite true.. the 65816's super power is it can give you perfect IRQ/NMIs with a single clock delay. So if you are doing horizontal splits, you can pepper your normal code and as long as you hit a WAI before the interrupt is due to happen you will get it with 1 clock fixed slide. So, you can sho...
by Señor Ventura
Mon May 01, 2017 11:07 am
Forum: SNESdev
Topic: Some basic questions...
Replies: 55
Views: 17016

Re: Some basic questions...

You can use a window to hide pixels outside a 144-pixel-wide strip. Kirby Super Star uses something similar to hide scrolling artifacts at the sides of the screen. But unlike hiding an entire scanline, hiding stretches of an individual scanline will not gain you any video memory bandwidth. It was l...
by Señor Ventura
Mon May 01, 2017 9:49 am
Forum: SNESdev
Topic: Some basic questions...
Replies: 55
Views: 17016

Re: Some basic questions...

Thank you all for the answers! :) I have one question more, and i can't find how to solve it using google... Can i divide the screen vertically in three sections, to get active scanlines with 144 pixels of width resolution? (the red one in the image): http://oi65.tinypic.com/23j0mq1.jpg That is to s...
by Señor Ventura
Sun Apr 30, 2017 12:40 pm
Forum: SNESdev
Topic: Some basic questions...
Replies: 55
Views: 17016

Re: Some basic questions...

Correct. There are 1364 master clocks per line in both TV systems. Multiply this by 262 or 312 to get master clocks per frame. (You lose two master clocks per frame on NTSC because of chroma realignment.) Then, you have 38 lines free, and 224 lines inside of the active resolution loosing 2 cycles e...
by Señor Ventura
Sun Apr 30, 2017 9:24 am
Forum: SNESdev
Topic: Some basic questions...
Replies: 55
Views: 17016

Re: Some basic questions...

2. Before I can answer, I'd like to know where you got the 1455 figure. Sorry, it were wrong. Assuming that you have 325996 cycles, you obtain 1455 cycles per line in PAL dividing 325996/224... but you have 312 lines, so it doesn't happens like that in this way, right?. If you divide all the cycles...
by Señor Ventura
Sun Apr 30, 2017 4:41 am
Forum: SNESdev
Topic: Some basic questions...
Replies: 55
Views: 17016

Some basic questions...

Hello. I always taken for granted some facts about the snes hardware, but, analyzing, i've found some errors in my perceptions... so, i have a handful of quick questions to solve it. 1º) Why the 65818 delays 8 cycles to transfer 1 Byte?... i think that the logic is writting a lenght word of 8 bits i...
by Señor Ventura
Mon Oct 17, 2016 2:59 am
Forum: SNESdev
Topic: NMI vs IRQ
Replies: 40
Views: 11436

Re: NMI vs IRQ

Then, can anybody help me understand where these numbers are coming from? I need to transfer ~33K over the course of 4 frames (15fps@60Hz), or else I need to drastically reduce my frame size. I think the problem is you haven't bandwith to do that. You only have 22,8 KB every 4 frames. But decreasin...
by Señor Ventura
Tue Oct 04, 2016 2:49 pm
Forum: SNESdev
Topic: Bad Apple demo on SNES (alternate version)
Replies: 37
Views: 20167

Re: Bad Apple demo on SNES (alternate version)

Is the latest work getting posted somewhere I don't know about, or are you just talking about the old one? No, no, i'm talking about the 15fps version, but it souns lossy to me. If it were at 32khz using the older samples, the music should be asynchronous, right?. So... if really it goes at 32khz?,...
by Señor Ventura
Sun Oct 02, 2016 12:46 am
Forum: SNESdev
Topic: Bad Apple demo on SNES (alternate version)
Replies: 37
Views: 20167

Re: Bad Apple demo on SNES (alternate version)

But the music is synchronized, only that the quality is clearly lower.
by Señor Ventura
Fri Sep 30, 2016 4:20 am
Forum: SNESdev
Topic: Bad Apple demo on SNES (alternate version)
Replies: 37
Views: 20167

Re: Bad Apple demo on SNES (alternate version)

93143 wrote:...wow. That's quite an improvement.

What's the audio sample rate? Still 12 kHz?
I also have that impression of that is using the older samples.
by Señor Ventura
Sat Sep 24, 2016 5:26 am
Forum: SNESdev
Topic: Finally on MSU1: Chrono Trigger with anime intro ;-)
Replies: 99
Views: 48292

Re: Finally on MSU1: Chrono Trigger with anime intro ;-)

It would be possible to implement the cutscenes and ending of the psone's version?, or it is limited to introduce a video only one time...
by Señor Ventura
Thu Sep 08, 2016 10:13 am
Forum: SNESdev
Topic: what games had samples at 32khz?
Replies: 11
Views: 4422

Re: what games had samples at 32khz?

tepples wrote:BRR takes 4.5 bits per sample. For example, a 1-second 32 kHz sample takes 18000 bytes.
That is the size at the lowest compressing rate?.

Are in somewhere info about the rates and sizes about the samples?.


Thank you :)
by Señor Ventura
Thu Sep 08, 2016 10:10 am
Forum: SNESdev
Topic: Beat Em Up Game Engine Ideas.
Replies: 76
Views: 23061

Re: Beat Em Up Game Engine Ideas.

But you can set up eight of them (minus however many HDMA channels you're using) before vblank and then have them all run consecutively. So, is the same thing, except for the fact that it's done automatically. The reason of my question is, if the bandwidth of the tile graphics works ever at 5.72KB,...