Search found 137 matches

by Nikku4211
Fri Oct 30, 2020 11:10 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 65
Views: 14627

Re: Retro Game Builder (make your own snes games)

It was canceled. Andy West saw the writing on the wall too. Glad I never backed it. I wonder what would happen to the physical cash donated by some of the backers. It gets returned. If a campaign doesn't reach its goal, the money doesn't transfer to the project owner, and goes back to whoever backe...
by Nikku4211
Fri Oct 30, 2020 10:10 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 65
Views: 14627

Re: Retro Game Builder (make your own snes games)

calima wrote:
Fri Oct 30, 2020 2:39 am
It was canceled. Andy West saw the writing on the wall too.
Glad I never backed it. I wonder what would happen to the physical cash donated by some of the backers.
by Nikku4211
Tue Oct 27, 2020 6:16 pm
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 65
Views: 14627

Re: Retro Game Builder (make your own snes games)

Controllerhead wrote:
Tue Oct 27, 2020 1:16 pm
retrogamebuilder wrote:
Mon Oct 26, 2020 3:27 pm
Thanks for the positive message.
I hope you know what you're in for. You going open source?
If he did that, someone else could fork the program, make their own version, and then there'd be less of an incentive to fund his Kickstarter.
by Nikku4211
Mon Oct 26, 2020 7:22 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 65
Views: 14627

Re: Retro Game Builder (make your own snes games)

[Critique] Dang. I'm going to have to agree with you as well. As much as I wanted this to happen, there's no progress, and if there's no progress right now, there's no guarantee there'll be any more. It's like making a Kickstarter for a cake when you haven't even gotten the eggs or milk yet. Let's ...
by Nikku4211
Sat Oct 24, 2020 4:18 pm
Forum: SNESdev
Topic: How is the fake parralax effect in Toy Story done?
Replies: 2
Views: 209

Re: How is the fake parralax effect in Toy Story done?

https://www.youtube.com/watch?v=YUTOm6HMOPU You can see that there are a lot more layers than usually scrolling there. I turned the layers off and it's just layer 2. Usually, fake parralax could be done by scrolling tiles. But it was only a simple tiled pattern there. This looks like a fully scroll...
by Nikku4211
Sat Oct 24, 2020 11:32 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 53131

Re: [demo] SNES Sonic

tepples wrote:
Sat Oct 24, 2020 11:06 am
[...]plus you can flip them (if the art style allows).
Yeah, especially if your shading looks convincing even when symmetric, successfully avoiding pillow shading.
by Nikku4211
Fri Oct 23, 2020 8:33 am
Forum: SNESdev
Topic: Retro Game Builder (make your own snes games)
Replies: 65
Views: 14627

Re: Retro Game Builder (make your own snes games)

poorstudenthobbyist wrote:
Fri Oct 23, 2020 7:14 am
The Kickstarter is live!

https://www.kickstarter.com/projects/an ... s-visually
I wish I had the money to pledge for the Kickstarter... TwT
by Nikku4211
Thu Oct 22, 2020 4:46 pm
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 2163

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

tepples wrote:
Thu Oct 22, 2020 4:15 pm
That would require me to learn to produce appealing YouTube videos. This in turn would require a new topic.
Yeah, new topic, I could learn something too instead of, you know, making another video game music oscilloscope video.
by Nikku4211
Thu Oct 22, 2020 8:46 am
Forum: SNESdev
Topic: What is the point of the pseudo hi-res mode?
Replies: 2
Views: 242

Re: What is the point of the pseudo hi-res mode?

Pseudo hi-res mode can also be used to get a 512px horizontal resolution in modes other than 5 or 6. It does require joining 2 layers, so you still might as well use modes 5 and 6, but at least you can get 2 2BPP layers with mode 0 if you want both layers' tileset graphics to take less space(which i...
by Nikku4211
Thu Oct 22, 2020 8:05 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 53131

Re: [demo] SNES Sonic

the SNES actually has a bitmap mode, its only 11bits but that is still better than an MD. If you're talking about direct-colour mode, that's not a bitmap mode. You still have to use tiles there, and the tiles' graphics are actually 8-bit, the extra 3-bits only being set for each entire tile boundary.
by Nikku4211
Wed Oct 21, 2020 6:20 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 53131

Re: [demo] SNES Sonic

LucianoTheWindowsFan wrote:
Wed Oct 21, 2020 4:51 pm
Never knew the SNES had blast processing.
It doesn't need any. Sonic never used this actual feature, and neither did most Mega Drive games.
by Nikku4211
Wed Oct 21, 2020 1:36 pm
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 2163

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

Real-time sprite scaling in software is practical. I've done it on NES. I remember you talking about this before. Do you have a twitter or youtube account with videos for your effects/demos/experiments? He does have a YouTube account, but... There are barely any videos on there, and almost none of ...
by Nikku4211
Tue Oct 20, 2020 11:13 am
Forum: SNESdev
Topic: Why did official SA1 games use no features of the chip?
Replies: 7
Views: 1056

Re: Why did official SA1 games use no features of the chip?

DMA bandwidth is one byte per 8 master clock cycles, and there are 1324 usable master clocks per scanline (1364 total minus 40 for WRAM refresh). This makes 1324/8 = 165.5 bytes per line. There are 262 lines per NTSC frame, and you can use all* blanked lines for DMA. So if you have 224 visible line...
by Nikku4211
Tue Oct 20, 2020 11:07 am
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 2163

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

Well, either way, real-time or not, if the CPU's being used to 'pre-scale' the sprites, the CPU's being used to scale the sprites full-stop, so the answer is still correct. No. It's not a "still correct either way". There's a big difference between the two, and what that means as far as cpu resourc...
by Nikku4211
Mon Oct 19, 2020 7:43 pm
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 2163

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

Says who??? If you're scaling a sprite, you don't have the colors to do anti-aliasing, so it's going to be nearest neighbor scaling artifacts regardless (if the steps aren't course). You'd redraw the entire sprite from scratch if each step is pre-drawn, so there'd be no scaling artefacts. Also, the...