Trying to make the backmost sprites drop out first.

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psycopathicteen
Posts: 3165
Joined: Wed May 19, 2010 6:12 pm

Re: Trying to make the backmost sprites drop out first.

Post by psycopathicteen »

This has got to be the most frustrating optimization job I've ever done. Doing some tests I figured out that 4-pixel segments are the largest segment size without distractingly noticeable dropout, so at least I'm getting somewhere, but it feels like I'm scraping the bottom of the barrel when it comes to optimizations.
SNES AYE
Posts: 253
Joined: Mon Nov 07, 2022 11:28 am

Re: Trying to make the backmost sprites drop out first.

Post by SNES AYE »

Sounds like you are at making progress tho.

Are you planning on using this in your Alisha's Adventure game?

It would be cool to see it in action there.
psycopathicteen
Posts: 3165
Joined: Wed May 19, 2010 6:12 pm

Re: Trying to make the backmost sprites drop out first.

Post by psycopathicteen »

psycopathicteen wrote: Wed Apr 10, 2024 9:35 am Since entire 32x32 disappearing is extremely noticeable I decided to replace them with 4 16x16s, by replacing the OAM entry with a 16x16 sprite, and appending 3 16x16 sprites at the end of OAM.

However this leads to the problem of sprite priorities being wrong, by having 3 of the 4 16x16s being moved to the back of OAM, and this will be hard to fix without massive engine rewrites.
Okay, so I got around this by using a linked list, and then have it copy it to a 2nd OAM. Still is prone to slowdown.
calima
Posts: 1760
Joined: Tue Oct 06, 2015 10:16 am

Re: Trying to make the backmost sprites drop out first.

Post by calima »

Perhaps at some point focusing on content instead of micro-optimizations would be a good plan?
psycopathicteen
Posts: 3165
Joined: Wed May 19, 2010 6:12 pm

Re: Trying to make the backmost sprites drop out first.

Post by psycopathicteen »

People who have already scene my demos would be confused why there is more slowdown now than there used to be.
psycopathicteen
Posts: 3165
Joined: Wed May 19, 2010 6:12 pm

Re: Trying to make the backmost sprites drop out first.

Post by psycopathicteen »

Tonight I merged the meta-sprite building code with the flicker reduction code and that seems to have made a major improvement.
93143
Posts: 1764
Joined: Fri Jul 04, 2014 9:31 pm

Re: Trying to make the backmost sprites drop out first.

Post by 93143 »

Nice. It seems like project stall is a big issue with SNES development, so news of progress is always welcome.
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