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Re: Rotating BIG sprites

Posted: Mon May 01, 2017 12:21 am
by Sumez
Espozo wrote:
UnDisbeliever wrote:I can barely see the tearing on my PAL SNES+CRT TV.
"It looks a lot better after it's been blurred out." :lol:
Three words: R, G and B.

Re: Rotating BIG sprites

Posted: Mon May 01, 2017 5:13 am
by TmEE
RGB from SNES is kinda blurry, due to what seems like the DACs only being able to source current (transitions toward 5V are straight lines but towards GND they're gradual). 1chips apparently fix that. Still way less blurry than composhit, and no dot crawl artifacts lol

Re: Rotating BIG sprites

Posted: Mon May 01, 2017 10:05 pm
by psycopathicteen
Today I wasted time trying to make a double buffering system that start the next rotation frame directly after it gets done with the previous frame if it takes more than a frame to draw.

My big mistake was using a double buffer instead of a triple buffer.
:roll:

Re: Rotating BIG sprites

Posted: Wed May 10, 2017 8:46 am
by psycopathicteen
Now that I got it running at practically 60 fps, I think I'll add scaling into the mix, but I have to rearrange the format again just to apply it.

Re: Rotating BIG sprites

Posted: Mon May 29, 2017 3:01 am
by Stef
Do you have a ROM demo of this ? :)

Re: Rotating BIG sprites

Posted: Mon May 29, 2017 7:41 am
by psycopathicteen
Yeah

Re: Rotating BIG sprites

Posted: Mon May 29, 2017 9:24 am
by Stef
Thanks, just tested :) Definitely impressive, i wonder if you will be able to get a full game from it at some point :)

Re: Rotating BIG sprites

Posted: Mon May 29, 2017 9:25 am
by nicklausw
Looks great on bsnes, but black screen on hardware (3 attempts) and ZSNES.

Re: Rotating BIG sprites

Posted: Mon May 29, 2017 9:34 am
by TOUKO
impressive, i think there is some hardware init problems, it works fine on snes9x, but the music works only after a reset .
If you let some foes coming to the most left side and kill them, there is no slow down even with sprite rotation.

@psycopathicteen: Do you rotate the entire sprite or only the alf and use mirroring for the other half ??

Re: Rotating BIG sprites

Posted: Mon May 29, 2017 9:58 am
by psycopathicteen
I rotate the entire sprite.

I do notice some framerate drop with the rotating sprite when I let enemies follow me back.