Search found 50 matches

by Molive
Wed Jan 30, 2019 1:10 am
Forum: SNESdev
Topic: Super-FX screen buffer copy in one frame?
Replies: 9
Views: 6576

Re: Super-FX screen buffer copy in one frame?

Sorry to not keep up, I went to sleep after I read lidnariq's comment. I did some calculations and worked out that I could get about 33.3 FPS using 4 buffers SFX side and another 2 VRAM side, but that would be insane to code and manage, so I think I'll stick with the 25 I think I can guarantee. It's...
by Molive
Tue Jan 29, 2019 3:16 pm
Forum: SNESdev
Topic: Super-FX screen buffer copy in one frame?
Replies: 9
Views: 6576

Super-FX screen buffer copy in one frame?

Hey guys I'm writing some code for the super-fx, and I managed to get it to complete the task I need it to in under a frame, which is brilliant. However, after the screen is complete, it then takes far too long for the main CPU to copy it into vram (up to a third of a frame after v-blank). This seem...
by Molive
Wed Jan 02, 2019 3:18 pm
Forum: SNESdev
Topic: H-blank emulator inaccuracy
Replies: 12
Views: 13796

Re: H-blank emulator inaccuracy

I am getting varying results on my consoles. Wait, what?!? So I tuned this to work on my 3 chip PAL SNES, so the first image makes sense. I must've changed something by accident between the first and second versions, because that should still work. NTSC is slightly wrong, which I should've seen com...
by Molive
Sat Dec 29, 2018 8:49 am
Forum: SNESdev
Topic: H-blank emulator inaccuracy
Replies: 12
Views: 13796

Re: H-blank emulator inaccuracy

Ah, sorry if I offended you, it was meant to be a reference to the screen in the demo Overdrive which displays a similar message.

Here's an edited one without that.

~Molive
by Molive
Fri Dec 28, 2018 10:46 am
Forum: SNESdev
Topic: H-blank emulator inaccuracy
Replies: 12
Views: 13796

H-blank emulator inaccuracy

Hey guys So I've been messing with f-blank at H-interrupts on screen, when I noticed something odd about how sprites are handled during f-blank in h-blank. I've created a small demo program which creates a different screen on emulators compared to hardware - It seems to differ on all emulators I've ...
by Molive
Thu Nov 29, 2018 5:42 am
Forum: SNESdev
Topic: HDMA images, but in mode 0
Replies: 7
Views: 6702

Re: HDMA images, but in mode 0

Mode 0's constraints are strict enough that an automated converter is going to struggle.
You should see how complicated mode 0 hires' constraints are. It's like a fake dither over everything.
by Molive
Thu Nov 29, 2018 5:35 am
Forum: SNESdev
Topic: HDMA images, but in mode 0
Replies: 7
Views: 6702

Re: HDMA images, but in mode 0

I'm trying to display a sufficiently complex hires image. The image is much larger than 64k in mode 3/4, but in mode 0 it's just slightly under. (I stream part of it during V-blank to get around the limit) It looks horrific with the amount of colours, though, so I thought I could increase them using...
by Molive
Wed Nov 28, 2018 2:09 pm
Forum: SNESdev
Topic: HDMA images, but in mode 0
Replies: 7
Views: 6702

HDMA images, but in mode 0

Hey guys. I was wondering for a project if anyone has an image converter like this one which allows for image conversion with hdma tables, but one that works in mode 0. For an image I want to display I have to work in mode 0, and it's be way easier if I could use HDMA to increase the palette. If not...
by Molive
Mon Oct 08, 2018 2:52 am
Forum: SNESdev
Topic: Scrolling the screen
Replies: 2
Views: 4265

Scrolling the screen

This has most likely been asked in loads of other places before, but my searching of this forum doesn't seem to bring up anything useful, so I'm going to open a new topic. Feel free to redirect me elsewhere. How do I scroll the screen? Not as in just moving the screen x and y, that's just updating a...
by Molive
Sun Sep 23, 2018 11:32 pm
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

Ah, sorry lidnariq, I didn't know. Thanks for telling me.
That makes a lot of sense, and I think I'll do most of what I need in 8pp, with some in mode 5 and like one or two really high colour images.

Thanks guys,
Molive
by Molive
Sun Sep 23, 2018 4:07 am
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

Tepples: That image may be quite good under just 256 colours: I think it looks better even, as you're in a 5-5-5 colour space compared to the 4-4-4. However if you really wanted to show off the 4-4-4 colour space you'd have to use a really high colour image which ends up using more than 256 colours ...
by Molive
Sat Sep 22, 2018 2:52 pm
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Re: Max colour output

That 32768 colour demo seems to use hdma to force the same R colour per scanline, which means that it can't be used for arbitrary images :/
Is there other ways?
by Molive
Sat Sep 22, 2018 2:18 pm
Forum: SNESdev
Topic: Max colour output
Replies: 46
Views: 21562

Max colour output

Hey guys. I've been trying to think about what the limits are on colours on the snes, and I couldn't quite work it out. Using just colour math, and possibly hdma, what is the limit on the colours per frame on snes? I worked out maybe 4096 colours was possible, but can you hit the 32768 colour limit?...
by Molive
Wed Aug 01, 2018 3:41 pm
Forum: SNESdev
Topic: Looking to make an SA1 Dev board
Replies: 9
Views: 11191

Re: Looking to make an SA1 Dev board (27c322 not writing)

Hey guys, I've created a board which I can use for SA-1 dev. However, I've found that the Minipro programmer I'm using with an adapter is having trouble writing data to the 27c322 rom chips. Has anyone else had this problem before, or could anyone suggest why it's not working? The chips read perfect...
by Molive
Thu Jul 12, 2018 6:39 pm
Forum: SNESdev
Topic: Is SA1 SRAM 2Mbit or 2Mbyte?
Replies: 5
Views: 4435

Re: Is SA1 SRAM 2Mbit or 2Mbyte?

Anything above 1mbit BW-RAM 32mbit ROM requires the Super MMC decoder which is found on the chip. As far as I'm aware no game used anything requiring this amount, so I'm not sure if emu devs have fully implemented it. :p Thanks for clearing this up guys. It seems there's a few places where the manua...