Oh my god, blast processing xD
It seems to me very similar to the original. Please, tell us all the details you can.
Search found 186 matches
- Thu Aug 06, 2020 3:05 pm
- Forum: SNESdev
- Topic: [demo] SNES Sonic
- Replies: 197
- Views: 119107
- Mon Aug 03, 2020 11:08 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
Tile format in Mode 7 just means that the pixels are in rows of 8, which are then stacked in columns of 8. It means extra calculations to figure out where in WRAM to put a pixel when rendering. Linear framebuffer should be easier, because it's just a single giant stack of 128 rows of 128 pixels eac...
- Sat Aug 01, 2020 5:06 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
I wonder if the game could sustain its frame rate if it went to 128x96 (using VRAM HDMA) with tilemap drawing... I'm sure there's a bunch of stuff that could be improved in Wolfenstein 3D (starting with the audio engine). Apparently Id subcontracted the port, but the subcontractor didn't accomplish...
- Sat Aug 01, 2020 12:38 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
What about to intercalate interlacing null scanlines instead of doubling pixels horizontally or vertically? I'm pretty sure vertical doubling is easy to accomplish, perhaps easier than blanking every other line. But you can get a lot of bandwidth, and may be the image turns more definited than doub...
- Sat Aug 01, 2020 8:47 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
Do wolfenstein 3D use 2x2 pixels of detail level?, i wonder if it admits any improvement. What about to intercalate null scanlines instead of doubling pixels horizontally or vertically?. It could get some perfomance improved, and a better aspect visually. And is left to know if the PPU1 multiplicato...
- Fri Jul 31, 2020 4:37 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
On the other hand, it's easy to render and there's plenty of spare DMA bandwidth even at 30 fps... not that I expect the rest of the engine to be quick enough to hit 30 fps, even if the rendering could... If the engine couldn't afford 30 fps, may be the best option could be to level up the graphic ...
- Thu Jul 30, 2020 5:01 pm
- Forum: SNESdev
- Topic: Bullets hell demo
- Replies: 10
- Views: 8815
Re: Bullets hell demo
I can't see it
- Thu Jul 30, 2020 4:54 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
How reliable is the mosaic trick comparing it with the real definition of an 256 pixels 1x1?.
When the objects are enough far there is a lose of definition, right?.
When the objects are enough far there is a lose of definition, right?.
- Tue Jul 28, 2020 3:50 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
It's not scaled. Each pixel is actually drawn twice. The framebuffer is 216x144, and that's exactly what's displayed. Plus a 32-line high status bar that isn't drawn by the Super FX, for a total of 216x176. Each frame, including VBlank, is 262 scanlines high, so with 176 lines of active display the...
- Mon Jul 27, 2020 2:56 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
Doom doesn't use Mode 7 anyway. The mosaic trick is only necessary because the rendered area is displayed in Mode 3. Mode 7 has certain restrictions that make it suboptimal for this application. I see... i thought doom used mode7 cause wolfenstein 3D uses it from a resolution of about 100x80 to sca...
- Sun Jul 26, 2020 1:31 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
Re: SNES Doom Source Released! Now What?
Good news about that mosaic rendering style to save performance and bandwidth, it seems that an enormous port of doom could arrive someday. Willing to daydream, i think a couple of things: -At 256x224 seems unnecessary to use the mode 7 to scale the background to fit it in to the screen, cause the p...
- Sun Jul 19, 2020 12:00 pm
- Forum: SNESdev
- Topic: Nova the Squirrel 2 (WIP)
- Replies: 90
- Views: 78345
Re: Nova the Squirrel 2 (WIP)
With that level of color degree, Have you thought about using mode 0 with 4 layers of background?. A single extra background layer is not really worth sacrificing 4bpp graphics in my opinion. Of course, i meant about how much 4BPP is harnessed (i've learned a new word xD) to determine if it worths ...
- Sun Jul 19, 2020 4:46 am
- Forum: SNESdev
- Topic: Nova the Squirrel 2 (WIP)
- Replies: 90
- Views: 78345
Re: Nova the Squirrel 2 (WIP)
With that level of color degree, Have you thought about using mode 0 with 4 layers of background?.
- Sun Jul 19, 2020 4:27 am
- Forum: SNESdev
- Topic: Maybe floating point isn't that bad of an idea.
- Replies: 27
- Views: 17878
Re: Maybe floating point isn't that bad of an idea.
If the PPU is not in Mode 7, the CPU can write the inputs and the answer will appear in the PPU multiplication result registers and stay there as long as you need it to. There's no rush to read it. What I meant by "the CPU physically can't read the result before it's ready" is that the re...
- Sat Jul 18, 2020 4:49 pm
- Forum: SNESdev
- Topic: Maybe floating point isn't that bad of an idea.
- Replies: 27
- Views: 17878
Re: Maybe floating point isn't that bad of an idea.
How much processing power we are talking for? It's a multiplier. It multiplies two numbers together. If you want to do a signed multiplication between a 16-bit number and an 8-bit number, you poke the numbers into the appropriate Mode 7 matrix registers 8 bits at a time, and then read the result. T...