Search found 3134 matches

by psycopathicteen
Thu Jun 17, 2010 3:28 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 9259

I honestly find the vast majority of Snes games to be neither impressive nor fun. The old "it doesn't matter what it looks like, just as long as it plays good" statement doesn't help. It could've been a lot better than it was, and this is why I got into homebrewing.
by psycopathicteen
Thu Jun 17, 2010 9:43 am
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 9259

Just so you know, I'm not just making this dynamic animation engine for my own game, I encourage other people to play around with it, and see what other people could do with it. I'll post the source code when I'm ready, and I expect others to implement it in their own game engine. It will make me ha...
by psycopathicteen
Tue Jun 15, 2010 10:56 am
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 9259

I have a better idea. Only spawn and kill enemies on even frames. On even frames, upload first 5kB of patterns to backbuffer. On odd frames, upload second 5kB of patterns to backbuffer and switch buffers. Since this method causes the pattern table to lag 1 frame behind the oam, I will program a 1 fr...
by psycopathicteen
Mon Jun 14, 2010 7:06 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 9259

I just noticed something I overlooked. 6k dynamic sprites wouldn't work with 128 oam sprite entries. It would work with 48 oam sprite entries, but not 128. I guess I'm going with 5k so I can dma the entire oam and still have time for scrolling and other stuff like that. At first using 30 fps animati...
by psycopathicteen
Mon Jun 14, 2010 3:52 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 9259

Which is better?

first 6k dynamic
last 10k standard

or

first 4k dynamic
last 12k standard
by psycopathicteen
Mon Jun 14, 2010 3:07 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 9259

Unfortunately my game has more than 48 sprites onscreen already.
by psycopathicteen
Mon Jun 14, 2010 1:44 pm
Forum: SNESdev
Topic: dynamic animation
Replies: 22
Views: 9259

dynamic animation

This morning I had the idea of programming my own little dynamic animation engine that allows up to 48 16x16 sprites to be animated at 60 fps directly from the cart without the v-ram limitations. Sure 48 sprites isn't the max amount of sprites the Snes can display, but I'm limiting the amount to 48 ...
by psycopathicteen
Sun Jun 13, 2010 12:01 pm
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 24660

If you consider "well explored" as in using hacked on hardware special effects just to make use of hacked on hardware special effects, then I agree it was well explored. But if you consider "well explored" as in programming original special effects through creative use of hacked...
by psycopathicteen
Sun Jun 13, 2010 10:55 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 24660

I think during the SNES lifetime, the hardware was explored pretty well. It was the most popular system of its era and the developers were quite competitive. They HAD to be. If you consider "well explored" as in using hacked on hardware special effects just to make use of hacked on hardwa...
by psycopathicteen
Sat Jun 12, 2010 6:40 pm
Forum: SNESdev
Topic: Where is Super NES homebrew?
Replies: 34
Views: 22525

I think I figured out how to do it. Have two seperate sets of coordinates, one set will be the playfield coordinates, the other the collision coordinates. When the player sprite is in walking/standing mode his movement will be calculated with the collision coordinate and converting the updated colli...
by psycopathicteen
Sat Jun 12, 2010 5:24 pm
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 24660

I think during the SNES lifetime, the hardware was explored pretty well. It was the most popular system of its era and the developers were quite competitive. They HAD to be. If you consider "well explored" as in using hacked on hardware special effects just to make use of hacked on hardwa...
by psycopathicteen
Sat Jun 12, 2010 3:46 pm
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 24660

I know WHY they cut corners, I asked WHAT corners do they cut?

Yes, I get it, programmers don't spend time optimizing their codes, but intentionally slowing your codes down doesn't make the clock in your office run backwards either?
by psycopathicteen
Sat Jun 12, 2010 1:23 pm
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 24660

Eventhough I understand that programmers had a limited time to program games, I still don't understand what exactly they cut corners to finish their games on time.
by psycopathicteen
Sat Jun 12, 2010 11:56 am
Forum: SNESdev
Topic: Where is Super NES homebrew?
Replies: 34
Views: 22525

I'm thinking about a "floor & ceiling tilting level" after the first miniboss. The visual effect would be pretty easy to do, but I'm a little afraid the collision detection would be complicated to program since I already wrote the tile collision detection routine to work with upright t...
by psycopathicteen
Sat Jun 12, 2010 8:22 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 24660

6502 said: And no, we are not being content with what is possible, we bitch constantly about what is NOT possible. Eventhough I'm with Tomaitheous with the idea of a PPU to cart bus, you bring up a good point about bitching about what is not possible and not being happy about what is possible. I can...