Bregalad wrote:Pehaps you should post a screenshot of what you're wanting to do, so we can help you.
Perhaps I should, now that I've mentioned the idea. And I appreciate your willingness to help. But I have a possibly irrational desire to keep this as far under my hat as I can for as long as I can. Part of it is that I'd really rather not look like I'm promising something I can't actually pull off, or that will take so long as to be effectively the same thing (ever heard of the Nearly Upright?)...
I will say this: It's a bullet hell game. The score/lives/etc. are on a textured overlay next to the playfield. There are way too many independently-moving bullets for the SNES to have a hope of handling them as sprites, so I plan to blit them with the Super FX chip. The trouble I'm referring to with sprites happens when the playfield is in Mode 7, because I don't have a background layer to blit to. This means that in the general case the whole playfield is covered in a layer of tiled sprites, which doesn't include the player, the player's bullets or any enemies or powerups unless I can jam them into the palette I'm using for the enemy bullets. I could rearrange the screen to get the HUD out of the playfield's scanline range, but I'd really rather not...
...
Fool's errand? Maybe. I haven't seen anything yet that looks like an obvious showstopper, but every part of this game seems to be pushing the system in some way; I had to trim the
title screen vertically a bit because I ran out of VRAM and DMA bandwidth at the same time...
This is why I like the project; it's marginal. People have actually said that it's impossible, no way no how, and I disagree. But it's also why I'm asking questions now - I want to establish what's possible before I start.
I doubt any emu support midscanline mode change, so if the hardware supports that, your ROM will probably be hardware-only (until BSNES starts to support this).
I'm cool with that, as long as I can get my hands on a dev cart with the hardware I need (GSU2, MSU1, maxed-out Game Pak ROM/RAM as well as a full load of backup RAM and a bunch of extra ROM the GSU doesn't know about, which according to the manual is something you can do)... I'm hoping the sd2snes ends up being that dev cart; it's easily the most promising option I'm aware of...
Besides, if I can show something useful working on hardware, at least in the context of a finished game, I'm sure higan will support it before too long...