Search found 186 matches

by Señor Ventura
Sat Jul 18, 2020 5:04 am
Forum: SNESdev
Topic: Direct color vs "mega color", What he says about the difference?
Replies: 7
Views: 3803

Re: Direct color vs "mega color", What he says about the difference?

There's a method to display an arbitrary bitmap on MD in full 9bit RGB color by disabling rendering and doing a large DMA to first color of the palette, but since there's one access slot every 2 pixels you get double wide pixels and also 4x wide ones 5 times per line due to refresh slots using up o...
by Señor Ventura
Sat Jul 18, 2020 2:38 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.

I'm not entirely sure what you're even proposing, but the way the PPU multiplier works is quite limited, and I'm pretty sure it can't do anything like what you're thinking of. The PPU multiplier has exactly two modes of use: 1) the S-PPU uses it to figure out what to draw to the TV when in BG Mode ...
by Señor Ventura
Fri Jul 17, 2020 6:06 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.

S-PPU can't write to VRAM and isn't programmable. You'd need to do something clever with the graphics format so that the process of displaying it could be considered decompression. I was referring to use the cpu to put in the vram that compressed data and using the multipliers to copy again the new...
by Señor Ventura
Fri Jul 17, 2020 4:05 am
Forum: SNESdev
Topic: Direct color vs "mega color", What he says about the difference?
Replies: 7
Views: 3803

Re: Direct color vs "mega color", What he says about the difference?

This method is basically relying on ability to change most of the palette each line, by turning off rendering during offscreen parts in a way that results in just enough disruption to be able to show what is necessary. All sprites are lost, one BG layer won't work and most of the other BG layer is ...
by Señor Ventura
Fri Jul 17, 2020 3:50 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.

I have a doubt about that multipliers... It could be possible to send a compressed packet of tiles to vram and use the PPU1 to decompress it?.

It could be a good solution to (virtually) increase the bandwidth.
by Señor Ventura
Thu Jul 16, 2020 5:41 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 148
Views: 85096

Re: SNES Doom Source Released! Now What?

Nikku4211 wrote: Thu Jul 16, 2020 10:34 amSo yeah, I might be looking forward to seeing a SNES version of Freedoom sometime in 2021 or something.
Sorry, What means that?. The most urgent things that needs the game is to improve the perfomance, and increase the resolution.
by Señor Ventura
Thu Jul 16, 2020 2:46 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 148
Views: 85096

Re: SNES Doom Source Released! Now What?

Maybe now can be displayed at 256x190 or so. An overclocked super fx (from the sd2snes) could run it. Even could run in chuncks of 8 megs until 64 megs of total rom under super fx memory directioning using the mapper function of the msu1 (i think). But the first task here is the recognized lack of o...
by Señor Ventura
Thu Jul 16, 2020 2:37 am
Forum: SNESdev
Topic: Direct color vs "mega color", What he says about the difference?
Replies: 7
Views: 3803

Direct color vs "mega color", What he says about the difference?

Recently has been unleashed an "MSU type" card for megadrive, and some videos running on it. The author says that "mega color" has better display options, Do it this true?. "The tricks are a bit similar: intensive usage of DMA and similar sync. The rest is different. "D...
by Señor Ventura
Thu Nov 21, 2019 6:13 pm
Forum: SNESdev
Topic: Rate of streaming data to the SPC700?
Replies: 55
Views: 32354

Re: Rate of streaming data to the SPC700?

How many cycles has the SPC700 per frame?.
by Señor Ventura
Tue Nov 05, 2019 2:44 pm
Forum: SNESdev
Topic: US and JP SNES differences
Replies: 28
Views: 13640

Re: US and JP SNES differences

The difference was almost an superfx as ppu3.

10$, only 10$.
by Señor Ventura
Fri Oct 25, 2019 2:56 am
Forum: SNESdev
Topic: How the pixel/sprite limit reacts when is reached?
Replies: 1
Views: 4117

How the pixel/sprite limit reacts when is reached?

Normally, when the limit is exceeded, every scanline avoid to paint those pixels that are out of the limit, so, when there is a big group of sprites, yo can see an effect of torn cause every scanline affected has an determined longitude, different to the rest. But in this case the image shows perfec...
by Señor Ventura
Fri Sep 20, 2019 5:29 am
Forum: SNESdev
Topic: SKS Super Kannagi Sound , new driver for SNES
Replies: 5
Views: 8075

Re: SKS Super Kannagi Sound , new driver for SNES

Kannagi wrote:I also coded my own transfets so we have 24 kb/s.
Well done.

Could it reach more than 24KB/s for more quality samples?.
by Señor Ventura
Sat Jun 15, 2019 4:02 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.

psycopathicteen wrote:I'm talking about $211b and $211c.
I have here noted that the registers for the PPU are $4202 and $4203, and the registers of the mode 7 are $211b, $211c, $211d, and $211e

So, Do i must understand that you are in mode 7, but you can use that multipliers for sprites?
by Señor Ventura
Fri Jun 14, 2019 6:30 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.

By the way, Do you mean using multiplications out of the mode 7?.
by Señor Ventura
Fri Jun 14, 2019 2:29 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.

I'm lost, What is it for?. I'm trying to make a 3D spinning ring of ball sprites and it's taking a lot of CPU power to do the math on 16 balls, because it's taking 8 multiplications and 2 divisions per sprite. I'm trying not to use the mode-7 multiplication registers because I might want to later d...