Search found 1718 matches
- Mon Jan 22, 2024 6:26 pm
- Forum: SNESdev
- Topic: Updating background tiles during hblank
- Replies: 10
- Views: 1141
Re: Updating background tiles during hblank
When you say it's very expensive, in what way do you mean? CPU-wise. Responding to an interrupt, pushing registers to the stack, reading the H-counter, branching or using a jump table to execute the appropriate length of dummy code to arrive at a precise location in the scanline, setting up the DMA...
- Mon Jan 22, 2024 2:12 am
- Forum: SNESdev
- Topic: Updating background tiles during hblank
- Replies: 10
- Views: 1141
Re: Updating background tiles during hblank
So, with the idea that it is possible to update specifically a few background tiles during hblank, can that be done on one of the background layers without visually glitching out any of the other background layers and sprites on those scanlines where the one layer's background tiles are being chang...
- Fri Jan 19, 2024 1:01 am
- Forum: General Stuff
- Topic: Formula 0
- Replies: 11
- Views: 10490
Re: Formula 0
I've been thinking that it might be reasonable to require a player to train a bot on his playstyle before he's allowed online, or as part of graduating from the bush league. This bot would be uploaded to everyone else's machine for use by the predictive netcode, resulting in a much more accurate app...
- Sun Jan 14, 2024 2:15 am
- Forum: SNESdev
- Topic: Snes only showing background
- Replies: 8
- Views: 1939
Re: Snes only showing background
We've previously figured out that's possible to get the two PPUs very slightly out of sync by writing to the scroll registers in a nonstandard order. ...I must have missed that somehow. My game just writes two 16-bit zeroes, so it should work, but it's good to know I was so close to knocking my hea...
- Tue Jan 02, 2024 10:03 pm
- Forum: General Stuff
- Topic: Formula 0
- Replies: 11
- Views: 10490
Re: Formula 0
I don't think the realism of a racing sim is necessary, it's the journey from small to big that I'm after, while also showing off more of the F-Zero universe. A little more realism (and fixing "bugs" like momentum throttle and using attack moves to take corners) would be great, but if you...
- Wed Dec 27, 2023 9:37 pm
- Forum: SNESdev
- Topic: Fast 2D blitting on Super FX
- Replies: 23
- Views: 20202
Re: Fast 2D blitting on Super FX
So, uh... I recently found out that Nikku4211 posted a video of my 640-bullet render test on YouTube. It looked somewhat glitchy, but I put that down to bad encoding (it is pretty bad; I personally think that lower-resolution videos should be encoded with at least as much quality as high-res videos,...
- Mon Dec 25, 2023 5:41 pm
- Forum: General Stuff
- Topic: Formula 0
- Replies: 11
- Views: 10490
Re: Formula 0
Well, I've been playing a lot of F-Zero 99 on my brother's Switch lately, and while it is very fun, it clearly illustrates one thing: online multiplayer in a serious GX-tier game is not on the cards unless they can radically improve the netcode. When I first saw this game on YouTube, I thought it wa...
- Fri Dec 01, 2023 2:29 am
- Forum: SNESdev
- Topic: How do I make my code more "modular"?
- Replies: 26
- Views: 7534
Re: How do I make my code more "modular"?
I had to change the code slightly so that both places use the same macro. I figured it was something like that. Why would you do that? Using two macros would be pretty nearly as readable and not cause slowdown. Similar to what turboxray just said: with this sort of project, I think "maintainab...
- Tue Nov 28, 2023 5:59 pm
- Forum: Other Retro Dev
- Topic: Sprites: SNES vs Genesis
- Replies: 35
- Views: 44821
Re: Sprites: SNES vs Genesis
OK. So, would that mean the main advantage in sharing some tiles across both BG and sprite banks is just to save a bit of overall VRAM space and/or cartridge space if necessary then? Yes. [which previous comments say is only applicable with the 4bpp layers] Technically you can do it with 2bpp or 8b...
- Tue Nov 28, 2023 3:54 am
- Forum: Other Retro Dev
- Topic: Sprites: SNES vs Genesis
- Replies: 35
- Views: 44821
Re: Sprites: SNES vs Genesis
So, could you place the HUD graphics for a game onto some free space in the 4bpp background layer's tileset and then use sprites with those background tile graphics for the actual in-game HUD, thereby still allowing the HUD that's made of sprites to appear over all the normal background layers whil...
- Sat Nov 25, 2023 9:29 pm
- Forum: SNESdev
- Topic: How do I make my code more "modular"?
- Replies: 26
- Views: 7534
Re: How do I make my code more "modular"?
I had to change the code slightly so that both places use the same macro. I figured it was something like that. Why would you do that? Using two macros would be pretty nearly as readable and not cause slowdown. Similar to what turboxray just said: with this sort of project, I think "maintainab...
- Sat Nov 04, 2023 8:43 pm
- Forum: Other Retro Dev
- Topic: Clever tricks developers implemented for performance
- Replies: 12
- Views: 3342
Re: Clever tricks developers implemented for performance
smushing sprites closer together to fake scaling down a sprite, which Treasure used in their Genesis Yu Yu Hakusho game. There are a couple of SNES games that do that. Revolution X , for instance, uses it to scale a helicopter on a scaling Mode 7 background. Art of Fighting 2 uses a somewhat more e...
- Wed Sep 20, 2023 2:25 pm
- Forum: SNESdev
- Topic: Is there a replacement Chip for the SNES S-APU?
- Replies: 3
- Views: 1639
Re: Is there a replacement Chip for the SNES S-APU?
Most FPGAs have to load their internal logic every time they power on. It seems there are some types that don't, and one of those or a CPLD might be a better choice. The more permanent, the better - ideally something that can reasonably be expected to last as long as the games, given a nice solid-st...
- Mon Aug 14, 2023 2:54 pm
- Forum: SNESdev
- Topic: Developing test ROM of $2,100 XBAND keyboard so it can be cloned
- Replies: 3
- Views: 1793
Re: Developing test ROM of $2,100 XBAND keyboard so it can be cloned
Since there is in fact legacy software that can use the XBAND keyboard, and the network has apparently been cloned, the fact that a new keyboard protocol would be incompatible with XBAND is not actually irrelevant. Also, it would be nice if owners of XBAND keyboards could use it with any new softwar...
- Tue Jul 18, 2023 9:34 pm
- Forum: SNESdev
- Topic: Does anybody know of an easy way of organizing AI and physics routines in games?
- Replies: 8
- Views: 2121
Re: Does anybody know of an easy way of organizing AI and physics routines in games?
Build the subroutine out of macros, so you can swap out pieces more easily? The unique parts wouldn't even need to be macros; only the repeated parts. I don't think I have more game development experience than you, but I do know what happens when you don't respect DRY and then have to make a small c...