Why no SNES homebrew scene?

Discussion of hardware and software development for Super NES and Super Famicom. See the SNESdev wiki for more information.
Forum rules
  • For making cartridges of your Super NES games, see Reproduction.
Señor Ventura
Posts: 277
Joined: Sat Aug 20, 2016 3:58 am

Re: Why no SNES homebrew scene?

Post by Señor Ventura »

psycopathicteen wrote: Fri Nov 27, 2020 9:02 amWait, you're hacking Art of Fighter 2 to make it look more like the original game? That's pretty impressive. How did it do the sprite scaling?
I'm so busy right now, and i have much to learn before it can be a real fact, but i pretend to do something with this game in some moment.

My intention is to start the process within the two next years, and first there are many things to do before i can begin with it.
secondsun
Posts: 42
Joined: Tue Jul 31, 2018 9:37 am

Re: Why no SNES homebrew scene?

Post by secondsun »

psycopathicteen wrote: Fri Nov 27, 2020 9:02 am
Wait, you're hacking Art of Fighter 2 to make it look more like the original game? That's pretty impressive. How did it do the sprite scaling?
The fighters' sprite tiles are, unscaled, 16x16. The SNES updates their positions so they overlap slightly which makes the fighter smaller on screen. It is still drawing 16x16 tiles, but the tiles are ordered and aligned so that their overdraw looks more like scaling and less like a glitchy mess. If you run with Mesen-S you can watch these values update in the "Sprite Viewer".

The backgrounds were scaled with Mode 7.
Maxwelthuthu
Posts: 13
Joined: Mon Mar 12, 2018 9:58 pm

Re: Why no SNES homebrew scene?

Post by Maxwelthuthu »

Is like that, but removing some pixels in real time so you don't get some glitchy graphics caused by the overlapping.

Image
User avatar
dougeff
Posts: 3080
Joined: Fri May 08, 2015 7:17 pm

Re: Why no SNES homebrew scene?

Post by dougeff »

cool. Nice idea.
nesdoug.com -- blog/tutorial on programming for the NES
User avatar
Nikku4211
Posts: 616
Joined: Sun Dec 15, 2019 1:28 pm
Location: Bronx, NY

Re: Why no SNES homebrew scene?

Post by Nikku4211 »

Maxwelthuthu wrote: Fri Nov 27, 2020 3:20 pm Is like that, but removing some pixels in real time so you don't get some glitchy graphics caused by the overlapping.

Image
Removing pixels in real time, huh? How does that work?
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
psycopathicteen
Posts: 3199
Joined: Wed May 19, 2010 6:12 pm

Re: Why no SNES homebrew scene?

Post by psycopathicteen »

I think it would sort out the sprites by Y position.
Maxwelthuthu
Posts: 13
Joined: Mon Mar 12, 2018 9:58 pm

Re: Why no SNES homebrew scene?

Post by Maxwelthuthu »

Nikku4211 wrote: Fri Nov 27, 2020 4:08 pm
Removing pixels in real time, huh? How does that work?
Looks like it removes 2 lines of pixels horizontally and vertically for every 16x16 tile.
Image
psycopathicteen
Posts: 3199
Joined: Wed May 19, 2010 6:12 pm

Re: Why no SNES homebrew scene?

Post by psycopathicteen »

Hey, it actually is doing CPU scaling. That is pretty cool.
Señor Ventura
Posts: 277
Joined: Sat Aug 20, 2016 3:58 am

Re: Why no SNES homebrew scene?

Post by Señor Ventura »

psycopathicteen wrote: Fri Nov 27, 2020 9:02 amHow did it do the sprite scaling?
Sorry, i didn't read the question ^^u

You have been answered already, the sprites are some kind of "redrawn", and another games uses other forms to carry out.

Here you can see an example about revolution x, the sprites here seems to be simply piled up (take a look on that "88" near the tail of the chopter).

Image
psycopathicteen
Posts: 3199
Joined: Wed May 19, 2010 6:12 pm

Re: Why no SNES homebrew scene?

Post by psycopathicteen »

Now I can't unnotice it.
User avatar
Nikku4211
Posts: 616
Joined: Sun Dec 15, 2019 1:28 pm
Location: Bronx, NY

Re: Why no SNES homebrew scene?

Post by Nikku4211 »

Señor Ventura wrote: Fri Nov 27, 2020 7:05 pm You have been answered already, the sprites are some kind of "redrawn", and another games uses other forms to carry out.

Here you can see an example about revolution x, the sprites here seems to be simply piled up (take a look on that "88" near the tail of the chopter).

Image
Honestly, it still looks like a rudimentary form of sprite scaling. I still have to look really hard at that just to notice the sprites are just compacting together.

And even then, it still looks similar to legitimate sprite scaling algorithms that don't have any interpolation at all.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
SNES AYE
Posts: 370
Joined: Mon Nov 07, 2022 11:28 am

Re: Why no SNES homebrew scene?

Post by SNES AYE »

"Why no SNES homebrew scene?"

Personally, at least in terms of new commercial SNES titles, I think it's primarily a lack of genuinely user-friendly kits and tools that can be used by more than just the most committed programmers. If there was a fully-realised SNES SDK that mere mortals could use or even something like a SNESmaker, I genuinely think SNES homebrew could likely be ahead of any other retro platform out there. But that's just my opinion of things.

I have no idea why it's not flourishing more among the types of people who really love low-level coding for any of these old systems though. In fact, given how much of a pain it is to code for and even just get something simple up and running, I would have once imagined it would have been the platform of choice for demo scene types trying to show off their skillz. But, as it turns out, it's actually one of the least popular systems for this, which has me wondering if my understanding of the whole demo scene is not quite as I thought.

I'm still optimistic it's going to eventually find its time to shine though, both in the demo scene and with a bunch of new homebrew titles. :)
I am neurodivergent, so if any of my posts unintentionally upset you, I apologize.
SNES AYE
Posts: 370
Joined: Mon Nov 07, 2022 11:28 am

Re: Why no SNES homebrew scene?

Post by SNES AYE »

Nikku4211 wrote: Wed Dec 02, 2020 10:42 am
Señor Ventura wrote: Fri Nov 27, 2020 7:05 pm You have been answered already, the sprites are some kind of "redrawn", and another games uses other forms to carry out.

Here you can see an example about revolution x, the sprites here seems to be simply piled up (take a look on that "88" near the tail of the chopter).

Image
Honestly, it still looks like a rudimentary form of sprite scaling. I still have to look really hard at that just to notice the sprites are just compacting together.

And even then, it still looks similar to legitimate sprite scaling algorithms that don't have any interpolation at all.
I might be jumping into a random conversation and misunderstanding what it was/is about, but isn't that helicopter just being done with a Mode 7 background, and then anything above and below it is likely done with a background mode change and sprites?
I am neurodivergent, so if any of my posts unintentionally upset you, I apologize.
KungFuFurby
Posts: 287
Joined: Wed Jul 09, 2008 8:46 pm

Re: Why no SNES homebrew scene?

Post by KungFuFurby »

To me it looks like the opposite: the helicopter are the sprites (note the "88" appears to be stored as a chunk of sprite tiles that contract) and the background below appears to be mode 7.
SNES AYE
Posts: 370
Joined: Mon Nov 07, 2022 11:28 am

Re: Why no SNES homebrew scene?

Post by SNES AYE »

Ah, that's a good point. I was so busy looking at the helicopter that I didn't notice the background was also scaling in and out too. :-o
I am neurodivergent, so if any of my posts unintentionally upset you, I apologize.