Re: Crash results in 16x32 sized sprites?
Posted: Fri Dec 08, 2017 5:18 pm
It could be possible to obtain 8x8 and 16x32 changing during a frame, after the drawing, the setting of the obsel?.
I explain myself:
-Setting the obsel to 111 to obtain 16x32 & 32x64
-Dividing the screen in to sections, and sending into the vram 16x32 sprites to be drawn in the upper screen.
-Now setting to normal 8x8, and sending to the vram to be drawn in the down part of the screen.
The point is, snes doesn't have frame buffer, so the line buffer passes in order from the first scanline to the last, one by one, and this can let you to change everything before all the line buffering passes be done.
So, 8x8 and 16x32 cant be done in the same scanline, being from different obsel valors. BUT, What if you interrupt the line buffering to change the obsel before to continue outputting the signal to the tv?.
I can't even explain myself in spanish, so i think i'm daring too much testing my english like that xD
I explain myself:
-Setting the obsel to 111 to obtain 16x32 & 32x64
-Dividing the screen in to sections, and sending into the vram 16x32 sprites to be drawn in the upper screen.
-Now setting to normal 8x8, and sending to the vram to be drawn in the down part of the screen.
The point is, snes doesn't have frame buffer, so the line buffer passes in order from the first scanline to the last, one by one, and this can let you to change everything before all the line buffering passes be done.
So, 8x8 and 16x32 cant be done in the same scanline, being from different obsel valors. BUT, What if you interrupt the line buffering to change the obsel before to continue outputting the signal to the tv?.
I can't even explain myself in spanish, so i think i'm daring too much testing my english like that xD