Perhaps it would be possible doing a fullscreen 4x4 bitmap rotator, each pixel representing 4x4 pixels of a tile. Would perhaps be a bit faster at the cost of resolution?
NES Mode7
Moderator: Moderators
I'm looking forward to a new "demo" soon then. 
I remember on the Amiga when using "low-resolution" graphics (like 4x4 or even 8x8 pixelblocks), sometimes every second pixelrow was scrolled a few pixels to the right to simulate "dithering". I'm not sure if this would work on the NES or perhaps it would take alot of raster-time to make it possible..
I remember on the Amiga when using "low-resolution" graphics (like 4x4 or even 8x8 pixelblocks), sometimes every second pixelrow was scrolled a few pixels to the right to simulate "dithering". I'm not sure if this would work on the NES or perhaps it would take alot of raster-time to make it possible..
Hey, I've finally done a working version of a NES mode 7 screen that :
- Uses the whole screen with bigger 4x2 pixels
- Is a lot faster (uses enormous lockout table+self modifying code), but it's still slow (it takes 36 frames to update the image instead of about 100 as before).
- Is still made of 64x64 "pixels", but this time it takes slighly more than one scanline to calculate it, and it does both timed $2000 writes and maths at the same time, leaving a little time for the CPU to do something else on the bottom of the screen
- Only uses NROM-128 configuration, but with SRAM (SRAM is used only to decompress the image's graphics, it could be ROM as well, but waste a lot of space). Also, the battery bit is set so that Nintendulator and Nestopia emulates SRAM, but there is no battery needed technically.
You can dowload this demo here : http://jonathan.microclub.ch/rotation
Note : It works as exepted in Nestopia, Nintendulator, VirtuaNES and FCEUltra (don't work only on Nesticle so far) but I really wish someone would test this on hardware, because I have no EPROM programmer, and even if I had I couldn't port the demo to PAL timing, because it uses all NTSC cycles for calculation exept 3 or 4, and PAL timing is shorter.
- Uses the whole screen with bigger 4x2 pixels
- Is a lot faster (uses enormous lockout table+self modifying code), but it's still slow (it takes 36 frames to update the image instead of about 100 as before).
- Is still made of 64x64 "pixels", but this time it takes slighly more than one scanline to calculate it, and it does both timed $2000 writes and maths at the same time, leaving a little time for the CPU to do something else on the bottom of the screen
- Only uses NROM-128 configuration, but with SRAM (SRAM is used only to decompress the image's graphics, it could be ROM as well, but waste a lot of space). Also, the battery bit is set so that Nintendulator and Nestopia emulates SRAM, but there is no battery needed technically.
You can dowload this demo here : http://jonathan.microclub.ch/rotation
Note : It works as exepted in Nestopia, Nintendulator, VirtuaNES and FCEUltra (don't work only on Nesticle so far) but I really wish someone would test this on hardware, because I have no EPROM programmer, and even if I had I couldn't port the demo to PAL timing, because it uses all NTSC cycles for calculation exept 3 or 4, and PAL timing is shorter.
...and it works with RockNES too. Why do you always make RockNES blind between us?
Zepper
RockNES author
RockNES author
I'm glad you guys like it, I don't mention RockNES because I haven't installed it on my PC but I will if you insist.
Personally I think the big pixels doesn't good really good, especially when scaling the thing down. While technically havin the same number of "pixels" than the old one, this one looks better because it takes the whole screen but worse because of big pixels.
Personally I think the big pixels doesn't good really good, especially when scaling the thing down. While technically havin the same number of "pixels" than the old one, this one looks better because it takes the whole screen but worse because of big pixels.
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CKY-2K/Clay Man
- Posts: 214
- Joined: Sun Apr 01, 2007 2:10 pm
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CKY-2K/Clay Man
- Posts: 214
- Joined: Sun Apr 01, 2007 2:10 pm
Yes, but when I use vtunnel.com the NES rom directs me to a bunch of text shit.Roth wrote:If you ARE referring to Bregalad's site, I usually have the same problem. I have to use a proxy site to access it, so maybe that will help you too.CKY-2K/Clay Man wrote:Wow I really hate when a site is down

Here to at least get an idea of how the NES works. I mean I know alot of the basic things, but this place'll help me grasp more how NES functions.
Major respect to NES developers.
Well, my "site" (http place where I upload my stuff would be more correct) doesn't seem down, but the link just points to a repertory (no index.html here), maybe this cause problem in some browsers (it doesn't in Firefox).
If you're just interested in the rom (and not in the source) then download from the following rom instead : http://jonathan.microclub.ch/rotation/rotation.nes
If you're just interested in the rom (and not in the source) then download from the following rom instead : http://jonathan.microclub.ch/rotation/rotation.nes
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CKY-2K/Clay Man
- Posts: 214
- Joined: Sun Apr 01, 2007 2:10 pm