Search found 186 matches
- 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...
- 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 ...
- 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...
- 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 ...
- 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.
It could be a good solution to (virtually) increase the bandwidth.
- Thu Jul 16, 2020 5:41 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 148
- Views: 85096
- 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...
- 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...
- 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?.
- 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$, only 10$.
10$, only 10$.
- 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...
- 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
Well done.Kannagi wrote:I also coded my own transfets so we have 24 kb/s.
Could it reach more than 24KB/s for more quality samples?.
- 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.
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 $211epsycopathicteen wrote:I'm talking about $211b and $211c.
So, Do i must understand that you are in mode 7, but you can use that multipliers for sprites?
- 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?.
- 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...