Re: Who knows how to use the direct color the most effective
Posted: Thu Dec 10, 2015 3:14 pm
I thought he meant arbitrary colors.
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Oh yes. I assumed everything outside the 144 lines of the image was forced blank. This gives you (262-144)*(1364-40)/8 = roughly 19 KB of DMA per frame.greatkreator wrote:Thanks a lot for the first actual numbers!
Is this "256x144x8bpp at 30 fps" using the forced vblank?
Depending on what else you want on screen, that could be possible without having to touch VRAM at all. For instance, you can easily show an array of 256 random colours by changing out CGRAM during VBlank. This is only 512 bytes of DMA, so you don't need forced blank. But the positions of the colour indices on screen will remain the same unless you change either the tilemap or the tile data, so you can't easily do video this way.It's not critical to have thousand colors but would be very cool to have at least 100-200 but closer to the fullscreen and as close as possible to at least 30 fps.
I don't see why. Every case I've looked at has room for two tilemaps if you pack as much data as you can into the final update. Not necessarily full 2 KB tilemaps, but big enough to describe the active area.tepples wrote:With fractional buffering, don't you also have to rewrite the nametable to reflect the offset into the fractional buffer?
I am strongly reminded of this thread... I have some tricks in mind beyond what was shown or suggested there, but I haven't tried them so I don't know how well they work.greatkreator wrote:For example my current development for Sega MD/G can produce hundreds of colors with 288x192 and 30 FPS.
I hoped(and still hope) that SNES could do at least the same. Because it has less horizontal resolution at least and capable of displaying much more colors than Sega MD/G "from the box".
That's real 256x224. hcolor2 gets 417 colours out of 8 bits per pixel using the HDMA method. The game I'm working on gets 548 on the title screen background image; sprite overlays and translucency push it past 800. It may be possible to improve my HDMA scheduling algorithm...greatkreator wrote:cool "hcolor"!
what "fps" does it have?
Is that real 256x224 resolution or a scaled smaller one but enhanced to look like 256x224?
I believe that'd be 121 colours, not 128, since you can't use CGRAM indices that are a nonzero multiple of 16 without using 8bpp (colour #0 in each palette is transparent; global colour #0 is used as the main screen backdrop colour, and there's a whole other register for the subscreen backdrop but I'll ignore that). And of course you're limited to 16 colours (15 plus backdrop) in each 8x8 tile. But since the underlying tile data is only 4bpp, you can do 256x224 at 12 frames per second (cartoon speed)...greatkreator wrote:For me "(224x192) x 128 colors x 30 fps" is already acceptable.