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by psycopathicteen
Sat Mar 14, 2020 10:54 am
Forum: SNESdev
Topic: SNES music program
Replies: 26
Views: 28735

Re: SNES music program

I'm still working on this occasionally, I was just busy with my homebrew game and the Gradius III optimization patch. I just had an idea to simplify how sample loop points will work. Instead of defining the sample length and oscillator frequencies independently, they can be defined by parameters in ...
by psycopathicteen
Thu Mar 12, 2020 8:04 pm
Forum: NESdev
Topic: Measuring lag, spare cycles in Mesen
Replies: 13
Views: 1822

Re: Measuring lag, spare cycles in Mesen

BTW, sorry for the off topic posts! Why? I'm loving this conversation. I always fell for the idea that Sonic was a showcase of the Genesis's faster CPU, and that Super Mario World went in a different direction gameplay wise to compensate for slower clock speeds. It's more like Nintendo didn't want ...
by psycopathicteen
Thu Mar 12, 2020 10:18 am
Forum: NESdev
Topic: Measuring lag, spare cycles in Mesen
Replies: 13
Views: 1822

Re: Measuring lag, spare cycles in Mesen

The confusion between the emulator causing the PC to lag, vs emulated hardware lag is one of the reasons why the SNES's CPU has such a bad reputation.
by psycopathicteen
Mon Jan 20, 2020 8:35 pm
Forum: NESdev
Topic: Undesired Jail bars on French NES and checkerboard pattern
Replies: 45
Views: 14217

Re: Undesired Jail bars on French NES and checkerboard pattern

I wonder why the French NES didn't use a PPU that outputted an RGB palette.
by psycopathicteen
Wed Jan 15, 2020 5:46 pm
Forum: Other Retro Dev
Topic: Has anybody ever made an algorithm for metasprite optimizing
Replies: 16
Views: 21918

Re: Has anybody ever made an algorithm for metasprite optimizing

I don't know what happened to Anonimzwx from Discord, because I heard he was making one of these things. I decided to try to come up with (I know you're probably going to facepalm this) an algorithm that is doable on a 65816, because that's all I know. So I would have to divide this into 3 parts: 1)...
by psycopathicteen
Wed Jan 08, 2020 10:39 am
Forum: Other Retro Dev
Topic: Apparently the SMS is better than everything
Replies: 27
Views: 10155

Re: Apparently the SMS is better than everything

Now that I think about it, the fact that VRAM is always available to the CPU is the does help a lot with reversing sprites, because you don't have to buffer everything in RAM first.
by psycopathicteen
Tue Jan 07, 2020 11:46 am
Forum: Other Retro Dev
Topic: Apparently the SMS is better than everything
Replies: 27
Views: 10155

Re: Apparently the SMS is better than everything

How did SMS games end up getting around the no-sprite flip limit? SMS sprites already took up more memory than NES sprites.
by psycopathicteen
Tue Jan 07, 2020 7:17 am
Forum: Other Retro Dev
Topic: Apparently the SMS is better than everything
Replies: 27
Views: 10155

Re: Apparently the SMS is better than everything

I like how it went off on a tangent about vram bus bandwidth. The only reason why the SMS has a 16-bit bus is because the VDP has 4bpp colors as opposed to 2bpp on the NES.
by psycopathicteen
Thu Dec 26, 2019 9:42 am
Forum: Other Retro Dev
Topic: Were 3bpp graphics ever actually a thing?
Replies: 26
Views: 18970

Re: Were 3bpp graphics ever actually a thing?

What was the technical reason the System-16 boards had 3bpp BG layers?
by psycopathicteen
Mon Dec 23, 2019 12:17 pm
Forum: Other Retro Dev
Topic: Were 3bpp graphics ever actually a thing?
Replies: 26
Views: 18970

Re: Were 3bpp graphics ever actually a thing?

How many colors can the System-16 do at once in total?
by psycopathicteen
Fri Nov 29, 2019 12:14 pm
Forum: SNESdev
Topic: New Super Mario Land
Replies: 17
Views: 7431

Re: New Super Mario Land

I wonder what happens if you run the GameBoy and SNES versions through the same controller input. I remember the controls being off, but not quite this bad.
by psycopathicteen
Tue Nov 26, 2019 10:24 pm
Forum: NES Hardware and Flash Equipment
Topic: NES Low-Pass Filter?
Replies: 13
Views: 7787

Re: NES Low-Pass Filter?

I just had an idea for a Y/C separation technique for SNES and NES composite output. Instead of the chroma signal being filtered horizontally and vertically, it gets filtered diagonally too. It works with the NES and SNES because they have a 3 phase rainbow swirls in both vertical and diagonal lines...
by psycopathicteen
Mon Nov 25, 2019 2:36 pm
Forum: SNESdev
Topic: New Super Mario Land
Replies: 17
Views: 7431

Re: New Super Mario Land

The graphics are pretty good, but the collision detection, controls and camera movement needs fixing. The samples are really muffled as well.
by psycopathicteen
Tue Nov 19, 2019 4:43 pm
Forum: NES Hardware and Flash Equipment
Topic: NES Low-Pass Filter?
Replies: 13
Views: 7787

Re: NES Low-Pass Filter?

This is a major bump but I always find this stuff interesting. If I were making a NTSC decoder optimized for NES and SNES I would use an ADC sampling rate of 21.48 Mhz so that it's divisible by both the NTSC color carrier and the NES dot clock. Comb filter shouldn't allow any 3.58 Mhz vertical B&W l...