[demo] SNES Sonic

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SNES AYE
Posts: 154
Joined: Mon Nov 07, 2022 11:28 am

Re: [demo] SNES Sonic

Post by SNES AYE »

TiagoSC wrote: Sat Apr 08, 2023 9:43 am
SNES AYE wrote: Sun Feb 12, 2023 3:59 pm
TiagoSC wrote: Sat Aug 06, 2022 7:43 am I'm not porting the complete Sonic to the SNES because the snes sprite limits really complicate porting 1:1, as I use 8x8/16x16 sprites to maximize the 512 sprite tiles, it would be difficult to make the large objects of the next stages.
What large objects made from sprites are you referring to that would have caused an issue in that level, and what issue specifically (would it be avoiding hitting the max sprites per scanline before flicker limit maybe)?
Just to see how the MD engine has the advantage, even in H32 mode (maximum 64 sprites):

[moderator: attached images from links to post]
On SNES mmx (70 sprites used out-of 128)
SNES-MMX.png

On MD mmx (28 sprites used out-of 64, in this H32 mode)
MD-MMX.png

On snes, for a game with many particles you will have an advantage for the 128 total sprites, or in a game like Sparkster that uses 16x16/32x32 sprites, you can get more and bigger sprites than the MD, but the limit is to fit all the art in the 512 tiles

snes Sparkster
Sparkster-J-000.png

sprite tiles on vram:
Sparkster-VRAM-sprites.png
I guess the trick in these cases to work best within SNES' limits would maybe be to use the 16x16 and 32x32 sprites, like in Sparkster, and try not to make every tile of the sprites use completely unique art, so as to maximize the optimal way of working within that VRAM limit, as well as use a limited amount of variation of the sprites on-screen at any time and create characters that use as much if each tile's space as possible.

I'm curious as to what difference it would have made using the 16x16 and 32x32 sprites in the Mega Man example there and trying to optimize things that way, as that presumably would have cut down on the total required to show the characters in the image you provided above.

You managed to do it in only 28 sprites of varying sizes on Genesis, but I'd be interested to see the lowest number of SNES sprites you could get away with if you were to use the 16x16 and 32x32 sizes instead of the 8x8 and 16x16 sizes Capcom originally went with (assuming it still fits into the VRAM and sprites per scanline limits).

SNES definitely makes it more of a hassle for sure though. :-o
TiagoSC
Posts: 25
Joined: Sun Feb 26, 2017 3:44 pm

Re: [demo] SNES Sonic

Post by TiagoSC »

SNES AYE wrote: Tue Apr 18, 2023 4:00 am
TiagoSC wrote: Sat Apr 08, 2023 9:43 am
SNES AYE wrote: Sun Feb 12, 2023 3:59 pm
What large objects made from sprites are you referring to that would have caused an issue in that level, and what issue specifically (would it be avoiding hitting the max sprites per scanline before flicker limit maybe)?
Just to see how the MD engine has the advantage, even in H32 mode (maximum 64 sprites):

[moderator: attached images from links to post]
On SNES mmx (70 sprites used out-of 128)
SNES-MMX.png

On MD mmx (28 sprites used out-of 64, in this H32 mode)
MD-MMX.png

On snes, for a game with many particles you will have an advantage for the 128 total sprites, or in a game like Sparkster that uses 16x16/32x32 sprites, you can get more and bigger sprites than the MD, but the limit is to fit all the art in the 512 tiles

snes Sparkster
Sparkster-J-000.png

sprite tiles on vram:
Sparkster-VRAM-sprites.png
I guess the trick in these cases to work best within SNES' limits would maybe be to use the 16x16 and 32x32 sprites, like in Sparkster, and try not to make every tile of the sprites use completely unique art, so as to maximize the optimal way of working within that VRAM limit, as well as use a limited amount of variation of the sprites on-screen at any time and create characters that use as much if each tile's space as possible.

I'm curious as to what difference it would have made using the 16x16 and 32x32 sprites in the Mega Man example there and trying to optimize things that way, as that presumably would have cut down on the total required to show the characters in the image you provided above.

You managed to do it in only 28 sprites of varying sizes on Genesis, but I'd be interested to see the lowest number of SNES sprites you could get away with if you were to use the 16x16 and 32x32 sizes instead of the 8x8 and 16x16 sizes Capcom originally went with (assuming it still fits into the VRAM and sprites per scanline limits).

SNES definitely makes it more of a hassle for sure though. :-o
snes has several features that would help solve certain problems, as 93143 explained using scroll table offset.
I prefer to go with sprites only, the best way is to use 16x16/32x32 and dynamically update the tiles in the vram as the objects appear on the screen, this ends up using more CPU and DMA, but as it will spend less sprites in total per screen, will get similar or better performance than the current one.
That same format would be good in a Megaman too, but it depends on each game.
SNES AYE
Posts: 154
Joined: Mon Nov 07, 2022 11:28 am

Re: [demo] SNES Sonic

Post by SNES AYE »

TiagoSC wrote: Fri Aug 07, 2020 7:47 pm it's an engine I'm making to create a platform game that will mix Donkey Kong Country's with the gameplay of Sonic.
Just noticed what you said above. So, is it a game for SNES you were/are making then, and is there any update on how that's coming along?
Bootleg_lover7BR
Posts: 1
Joined: Thu Aug 17, 2023 2:13 pm

Re: [demo] SNES Sonic

Post by Bootleg_lover7BR »

Hey, ThiagoSC Could you send a download to the new version? or beta.. i would like! :D
Fiskbit
Posts: 757
Joined: Sat Nov 18, 2017 9:15 pm

Re: [demo] SNES Sonic

Post by Fiskbit »

I believe the first post in this thread links to the newest and likely final version of this demo.
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