Search found 2905 matches

by psycopathicteen
Mon Jan 20, 2020 8:35 pm
Forum: NESdev
Topic: Undesired Jail bars on French NES and checkerboard pattern
Replies: 39
Views: 5217

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: 18778

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: 25
Views: 2105

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: 25
Views: 2105

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: 25
Views: 2105

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: 15523

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: 15523

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: 15
Views: 4408

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: 6579

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: 15
Views: 4408

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: 6579

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...
by psycopathicteen
Sun Nov 03, 2019 1:37 pm
Forum: Other Retro Dev
Topic: Sprites: SNES vs Genesis
Replies: 28
Views: 23784

Re: Sprites: SNES vs Genesis

I'm guessing a good rule of thumb is, if you're using a lot of sprites onscreen in an SNES, avoid making the main character or 'regular' sized enemies more than 32 pixels wide, per line, unless the enemy is supposed to be intimidatingly huge or if you absolutely need to.
by psycopathicteen
Wed Oct 23, 2019 8:56 pm
Forum: SNESdev
Topic: Have I misunderstood how BRR works this whole time?
Replies: 1
Views: 1616

Re: Have I misunderstood how BRR works this whole time?

Never mind I figured out what I did wrong. Turns out it's better to filter first, then shift, instead of shift first and then sample. Shifting first can cause it to overflow.
by psycopathicteen
Wed Oct 23, 2019 3:27 pm
Forum: SNESdev
Topic: Have I misunderstood how BRR works this whole time?
Replies: 1
Views: 1616

Have I misunderstood how BRR works this whole time?

I've always expected the 4 bit samples representing values from -8 to 7. Now I'm wondering if it's supposed to be -7.5 to 7.5 instead because I can't get the conversion math correct.
by psycopathicteen
Fri Oct 18, 2019 9:34 am
Forum: SNESdev
Topic: How do emulators emulate CPU and SPC700 communication?
Replies: 4
Views: 3342

Re: How do emulators emulate CPU and SPC700 communication?

This sounds a lot more complicated, but I think I understand it. Start the frame with the CPU, when you read or write, get the SPC700 to catch up. When a frame is done, let the SPC700 to catch up again.