That BioMechanical Dude's Youtube Channel

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tepples
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Re: That BioMechanical Dude's Youtube Channel

Post by tepples »

psycopathicteen wrote:I could imagine the FIFO only being able to write 6 bytes per scanline for the theoretical "perfect NES." The real NES has 2 unused cycles, and 4 extra cycles can be squeezed out by not fetching the 34th tile.
There are 16 dummy nametable fetches while sprites are fetched during horizontal blanking. This is enough to handle even an unrolled loop copying data to $2007. An unrolled loop (PLA STA $2007 or LDA a,X STA $2007) takes 8 cycles per byte, which is just over 14 bytes per scanline.

The Super NES could have been the same way: if not all 34 sprite slivers are in range, FIFO writes get committed. This would give something like the CHR HDMA on the Game Boy Color.
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Drew Sebastino
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Re: That BioMechanical Dude's Youtube Channel

Post by Drew Sebastino »

psycopathicteen wrote:SNES was even more of a skunkwork job than NES
I think you and I know this well...
psycopathicteen wrote:From what I read, they kept going over budget.
That makes sense. I feel like one big problem about the SNES is just how it seemed Nintendo had been overly ambitious when designing it. I mean, why include an affine BG layer when you don't even have scaling sprites? When you're using "pre rendered" (different sized sprites are swapped out instead of one sprite being scaled) sprites for a launch title, you're in deep trouble. Possibly even a better example are the SMW bosses that use mode 7 for them and have the background be made of sprites. I mean, that's a pretty odd and limiting way to go about something like that for a title the system was built in mind for.

You know what? 64x64 sprites may kind of serve as a sign to what power the SNES was originally supposed to have, as I'm assuming it was originally intended to be able to back something like that up.
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Re: That BioMechanical Dude's Youtube Channel

Post by tepples »

Espozo wrote:I mean, why include an affine BG layer when you don't even have scaling sprites?
Because the background covers more of the screen than sprites do.
Espozo wrote:When you're using "pre rendered" (different sized sprites are swapped out instead of one sprite being scaled) sprites for a launch title, you're in deep trouble.
Perhaps the idea was that mode 7 would be paired with sprites scaled by some other process, such as a coprocessor. I've demonstrated real-time shrinking of a 32x48 pixel sprite in software at 15 fps on an NES. It's vblank limited and could thus probably be even faster on the Super NES.
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Re: That BioMechanical Dude's Youtube Channel

Post by lidnariq »

Also, affine transformations of a single plane are tremendously simpler and cheaper than affine transformations of multiple planes.
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Re: That BioMechanical Dude's Youtube Channel

Post by psycopathicteen »

I think the biggest reason affine sprites are so expensive is the fact that a PPU could only access 1 pixel at a time, instead of the usual 4 pixels at a time.
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Re: That BioMechanical Dude's Youtube Channel

Post by Drew Sebastino »

tepples wrote:Perhaps the idea was that mode 7 would be paired with sprites scaled by some other process, such as a coprocessor. I've demonstrated real-time shrinking of a 32x48 pixel sprite in software at 15 fps on an NES. It's vblank limited and could thus probably be even faster on the Super NES.
The biggest problem with this though is the fact that it uses vblank time to draw it, and you need multiple copies of objects scaled at different distances instead of just one.
tepples wrote:I've demonstrated real-time shrinking of a 32x48 pixel sprite in software at 15 fps on an NES. It's vblank limited and could thus probably be even faster on the Super NES.
Which really begs the question as to why games like F-Zero and Super Mario Kart have everything pre rendered... I mean, even if you didn't have enough time to decompress the graphics, you're still saving way more space by having one frame at full resolution, and it looks a hell of a lot better.

Having 64x64 sized sprites still doesn't make any sense though. For reference, the hardware behind these games use 64x64 sprites:

Image
psycopathicteen wrote:I think the biggest reason affine sprites are so expensive is the fact that a PPU could only access 1 pixel at a time, instead of the usual 4 pixels at a time.
I guess it looks at one pixel, uses matrix transformations to place it in the right spot, and then looks at the next pixel and does this over again? Wait a minute, if the SNES has a linebuffer, how would this even be possible? If the object was flipped upside down, it would load from the top, and then try to put it at the bottom, but this would be beyond the line buffer, unless it would somehow be able to hold the information, which at that point, you might as well be using a framebuffer. With normal graphics, it would just load the top, then place it at the top, which would be inside the linebuffer. Wait, this is obviously done for Mode 7 somehow... I'm dumb. :oops:
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Re: That BioMechanical Dude's Youtube Channel

Post by psycopathicteen »

It fetches pixels in the order they are drawn onscreen.
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Re: That BioMechanical Dude's Youtube Channel

Post by Drew Sebastino »

So it basically does reverse of what I just said. Yeah, I really am dumb... :oops:
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BioMechanical Dude
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Re: That BioMechanical Dude's Youtube Channel

Post by BioMechanical Dude »

NEW VIDEO

[2A03] Arumana no Kiseki OST

This is a project, that I did on the Famitracker forums a while ago. It's a 2A03 Cover of the "Arumana no Kiseki" soundtrack, which was released for the Famicom Disk System and, like many other games on it, utilized it's sound chip. The soundtrack was composed by Kinuyo Yamashita, who also composed the "Castlevania" soundtrack. The cover was reworked a bit and is now in Stereo. Is my cover faithful enough to the original? Is it any good? Tell me what you think.

Link to the video:
https://youtu.be/dphJRtoN4Bc
Greetings! I'm That Bio Mechanical Dude and I like creating various stuff like movies, games and of course chiptunes!
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Re: That BioMechanical Dude's Youtube Channel

Post by ccovell »

AlienX wrote:NEW VIDEO
[2A03] Arumana no Kiseki OST

This is a project, that I did on the Famitracker forums a while ago. It's a 2A03 Cover of the "Arumana no Kiseki" soundtrack...
Link to the video:
https://youtu.be/dphJRtoN4Bc
Being a fan of Arumana (Almana) no Kiseki, I'll chime in with my opinion. Your cover arranges the FDS channel in a way that is unlike how Konami handled their other FDS->NES conversions (ie: slow-fading narrow duty-cycle leads are not really in Konami "style", IMO.) That said, you converted the timbre of the FDS channel to 2A03 very faithfully, especially on the stage 1 tune and boss 2 tune. I like it!
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BioMechanical Dude
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Re: That BioMechanical Dude's Youtube Channel

Post by BioMechanical Dude »

ccovell wrote: Your cover arranges the FDS channel in a way that is unlike how Konami handled their other FDS->NES conversions (ie: slow-fading narrow duty-cycle leads are not really in Konami "style", IMO.)
Well, yeah, I wasn't really aiming for technical faithfulness. I don't think a casual listener will notice that, anyway. (In fact even I barely notice any of the minor differences :D)
ccovell wrote:That said, you converted the timbre of the FDS channel to 2A03 very faithfully, especially on the stage 1 tune and boss 2 tune. I like it!
Thanks! I think the "Level 2 and 3" theme also has really faithful leads, but that's just my opinion.
Fun fact: The first track I did for this project was actually the "Level 5" theme. It's my favorite track in the entire soundtrack. Anyway, I really like how the lead at 04:54 sounded in the original and when making the cover, I dedicated both square wave channels, to achieve that timbre. Unfortunately, that meant, that the counterpoint melody had to be completely removed, so the track didn't sound all that great. After posting it on the Famitracker forums, the guys there agreed, that it would sound better with the counterpoint melody, so I added it in. Too bad the lead doesn't have the same timbre, but what can you do? :D
Greetings! I'm That Bio Mechanical Dude and I like creating various stuff like movies, games and of course chiptunes!
You can check out my YouTube Channel.
You can also follow me on Twitter.
tepples
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Re: That BioMechanical Dude's Youtube Channel

Post by tepples »

AlienX wrote:Anyway, I really like how the lead at 04:54 sounded in the original and when making the cover, I dedicated both square wave channels, to achieve that timbre. Unfortunately, that meant, that the counterpoint melody had to be completely removed, so the track didn't sound all that great. After posting it on the Famitracker forums, the guys there agreed, that it would sound better with the counterpoint melody, so I added it in. Too bad the lead doesn't have the same timbre, but what can you do? :D
I haven't heard it, but I wonder if you could reduce the counterpoint melody to an overlay that interrupts one of the square channels for a frame or two.
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BioMechanical Dude
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Re: That BioMechanical Dude's Youtube Channel

Post by BioMechanical Dude »

I have discovered this method myself a while ago, but I don't think it would work here. The notes in both the lead and the counterpoint melody are pretty long, so I think if I use this method, it would change the feel of the track, not to mention, the notes play at different times, so it would also just make things messy. I am going to use this for a future project, though.
Greetings! I'm That Bio Mechanical Dude and I like creating various stuff like movies, games and of course chiptunes!
You can check out my YouTube Channel.
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BioMechanical Dude
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Re: That BioMechanical Dude's Youtube Channel

Post by BioMechanical Dude »

NEW VIDEOS

I'm currently working on the next Obscure Room episode. In the meantime, I decided to upload some of my Famitracker covers on Youtube.

[MMC5] Duke Nukem 3D Theme
This is one of my older ones, but I still think it's alright.

[2A03] Jazz Jackrabbit - Diamondus
As the title suggests, this is a 2A03 cover of the Diamondus theme from the classic MS-DOS game Jazz Jackrabbit!

[2A03] Jazz Jackrabbit - Tubelectric
A 2A03 cover of the Tubelectric theme, again from Jazz Jackrabbit. This is one of my favorite tracks in the entire game.

Arumana no Kiseki - Level 5 Modern cover
This is a cover of the Level 5 theme from Arumana no Kiseki, made with MIDI instruments and Synthesizers.

I hope you guys enjoy these. Tell me what you think of them. Are they faithful to the originals? Did you like the Modern Cover and would you like to see more of those? Let me know what you think. And for those of you, who haven't seen Obscure Room, you can check it out here.

Thanks!
Greetings! I'm That Bio Mechanical Dude and I like creating various stuff like movies, games and of course chiptunes!
You can check out my YouTube Channel.
You can also follow me on Twitter.
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dougeff
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Re: That BioMechanical Dude's Youtube Channel

Post by dougeff »

What DAW/Software do you use?

Have you made any original songs?
nesdoug.com -- blog/tutorial on programming for the NES
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