Search found 186 matches
- 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?.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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?,...
- 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.
- 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)
I also have that impression of that is using the older samples.93143 wrote:...wow. That's quite an improvement.
What's the audio sample rate? Still 12 kHz?
- 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...
- 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?
That is the size at the lowest compressing rate?.tepples wrote:BRR takes 4.5 bits per sample. For example, a 1-second 32 kHz sample takes 18000 bytes.
Are in somewhere info about the rates and sizes about the samples?.
Thank you
- 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,...