Search found 1717 matches

by 93143
Fri Jul 14, 2023 10:46 pm
Forum: NESemdev
Topic: What's the meaning of WRAM?
Replies: 7
Views: 2143

Re: What's the meaning of WRAM?

WRAM on SNES means the internal RAM for the CPU. The label "S-WRAM" is actually printed on the physical chip package. Using WRAM to mean volatile cartridge RAM isn't (just?) emulation-specific; it's NES-specific. Also, I'm pretty sure CRAM is a Sega term. The SNES has CGRAM, and a cursory ...
by 93143
Thu Jun 29, 2023 3:00 pm
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

It's pretty trash for subtle gradients. There are potential applications, particularly if you can do something clever with EXTBG in Mode 7. Note, of course, that in that case the blue msb in BG1 is the priority bit in BG2, which may constrain your colour choices under some circumstances...
by 93143
Tue Jun 27, 2023 6:29 pm
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

Pretty sure the N64 could do it too. I distinctly recall bragging to my friends about "flicker free interlace mode support" without having a clue what it was.
by 93143
Tue Jun 27, 2023 4:07 am
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

But then I don't understand how 2bpp would alleviate this Flicker is at its worst when you have steep changes in the signal between half-lines, such as a single-pixel horizontal white line surrounded by black. If you have a sharp, high-contrast image with a lot of vertical detail, blurring the imag...
by 93143
Tue Jun 27, 2023 4:00 am
Forum: SNESdev
Topic: Need help with player acceleration.
Replies: 21
Views: 3825

Re: Need help with player acceleration.

I realize I got a bit ahead of myself. With acceleration and velocity there's probably no need to go higher than 16-bit, so the fancy position handling I described is out of scope. I hope it's useful at some point.
by 93143
Mon Jun 26, 2023 6:16 pm
Forum: SNESdev
Topic: What about cpu usage with modes 5 and 6?
Replies: 5
Views: 1555

Re: What about cpu usage with modes 5 and 6?

So, with more resolution, more hit boxes within Why? That's entirely a game design decision, and has nothing to do with the resolution. There's no need for a "hitbox" to correspond with the tile grid in any way. If it does, it's because the programmer designed the game that way, and he di...
by 93143
Mon Jun 26, 2023 5:40 pm
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

Is it possible with this method to have a non-aliased font, so the letters would be a single solid colour and pin sharp (ideal for Japanese characters too probably), which would make it very easy to read and really sell the fact the text is in this special 512+interlaced higher resolution? Yes and ...
by 93143
Mon Jun 26, 2023 4:53 pm
Forum: SNESdev
Topic: Need help with player acceleration.
Replies: 21
Views: 3825

Re: Need help with player acceleration.

Adding $FF is equivalent to subtracting $01, for example. Careful with this. It's always true on NES, but on SNES you have to watch your register width. For these sorts of calculations, you're generally going to want to be in 16-bit mode, because the values you're using are generally at least 16-bi...
by 93143
Mon Jun 26, 2023 4:05 pm
Forum: SNESdev
Topic: What about cpu usage with modes 5 and 6?
Replies: 5
Views: 1555

Re: What about cpu usage with modes 5 and 6?

That's not how that works. You don't "scan every scanline" to manage hitboxes. That's the whole point of hitboxes - you just iterate through all the pairs of hitboxes that can possibly interact, and see if they overlap. It's got nothing to do with the display at all.
by 93143
Mon Jun 26, 2023 4:42 am
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

OK, that makes sense. I think I could come with something that would look good around the 256x256 resolution for the interlaced image. Is this an actual project? Are there reasons you don't want to push it hard? I think 288 is possible; when I said it was an "issue" I just meant that you'...
by 93143
Mon Jun 26, 2023 2:00 am
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

It's a bit hard to tell what you're trying to say, but: If you're going to interlace it anyway, you might as well draw it at a higher vertical resolution. The final product won't be a full effective 288 (taking this case as an example) because you have to apply anti-flicker blurring to it, but it ca...
by 93143
Mon Jun 26, 2023 1:32 am
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

You can't not interlace half the screen. It will jiggle up and down at 30 Hz, which looks ugly. So if you want a "nice" result, the image has to be made for interlacing, not just the text, which means it's really a 256x288 image (with vertical blurring to avoid flicker). And I'm pretty sur...
by 93143
Mon Jun 26, 2023 12:37 am
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

So, just to clarify, my goal with this is to try and find out if there's a way to display as nice an image as practically possible plus high-res text in both axis on the same screen. From some of the comments it sounds like it might just about be possible one way or another, although not trivial, y...
by 93143
Sun Jun 25, 2023 3:20 pm
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

Pretty much. Except that you can't do a high-res BG2 like you can in Mode 5, because of the extra tilemap fetches... But consider trying to use Mode 5 for this. If I understand correctly, field 0 displays the odd-numbered rows in each tile, and field 1 displays the even rows. (Or vice versa , but fo...
by 93143
Sun Jun 25, 2023 1:49 pm
Forum: SNESdev
Topic: Question about switching background modes mid-screen
Replies: 61
Views: 9631

Re: Question about switching background modes mid-screen

Interlacing works fine in Mode 1. You have to manually switch to a different set of tiles for the other field, but it does work. That's actually why I think Mode 1 would be a better fit than Mode 5 for this extreme case, because it's easier to replace a whole tile than it is to replace the even or o...