Search found 2943 matches

by psycopathicteen
Tue Sep 22, 2020 5:59 pm
Forum: SNESdev
Topic: Non-MSU video player
Replies: 19
Views: 605

Re: Non-MSU video player

I've made some progress with lossy compression. The tree part is not finished yet, just the quantization / caching is working right now. Here's a test video with 256x224 pixels, and 1400 frames compressed into 2 Megabytes. VRAM upload needed is mostly around 3 to 4 kilobytes per video frame. Origin...
by psycopathicteen
Mon Sep 21, 2020 3:31 pm
Forum: SNESdev
Topic: Non-MSU video player
Replies: 19
Views: 605

Re: Non-MSU video player

I figured out how to do the stuff Tepples mentioned without taking up CPU performance. Use mode 1. BG1 is filled with 4x4 solid color squares of 16 colors, BG2 is filled with another set of 4x4 solid color squares. BG3 is filled with a 1bpp bitplane (the way the sPPU is set up makes this easy) with ...
by psycopathicteen
Mon Sep 21, 2020 5:59 am
Forum: SNESdev
Topic: Non-MSU video player
Replies: 19
Views: 605

Re: Non-MSU video player

frames 0-1: upload frame A frame 2: upload end of frame A, and beginning of frame B. frames 3-4: upload rest of frame B. No, it doesn't work like that. You can't upload the end of frame A at frame 2 if the timing happens to be such you already had to display it. And with only 64kb VRAM, you can't k...
by psycopathicteen
Sun Sep 20, 2020 1:16 pm
Forum: SNESdev
Topic: Non-MSU video player
Replies: 19
Views: 605

Re: Non-MSU video player

I was thinking color cell compression (allowing up to two out of 16 colors per 4x4-pixel area) at 120x80 pixels (letterboxed) and 12 fps. Disney movies were animated on twos, and the N64 Resident Evil game made graphics smaller to fit. For bitrate, color cell compression would give 120*80/4/4=600 q...
by psycopathicteen
Sun Sep 20, 2020 10:56 am
Forum: SNESdev
Topic: Non-MSU video player
Replies: 19
Views: 605

Re: Non-MSU video player

http://forums.nesdev.com/viewtopic.php?f=21&t=14807

I don't know what happened to the pictures, but this thread has something relevant to what I'm talking about.
by psycopathicteen
Sun Sep 20, 2020 9:17 am
Forum: SNESdev
Topic: Non-MSU video player
Replies: 19
Views: 605

Non-MSU video player

If I'm doing a music video from a Disney animated movie, I would need to have 24fps, which, if I'm doing a fullscreen 256x224 4bpp, I've calculated that I would have roughly 13kB or 416 8x8 tiles per animation frame. That means tiles would have to be duplicated to fill up the screen. I want to know ...
by psycopathicteen
Tue Sep 01, 2020 9:48 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 143
Views: 33194

Re: [demo] SNES Sonic

10 differences between the two both versions: https://www.youtube.com/watch?v=IDavVuWsodc What kind of overclocked bullshit emulator are they using where the original game DOESN'T lag with 32 rings + swinging platform + spikes? Even if the guy pulls this off on the SNES, the people making the video...
by psycopathicteen
Sat Aug 22, 2020 6:48 pm
Forum: SNESdev
Topic: SNES native 3D performance ST-NICC no SFX demo
Replies: 72
Views: 6466

Re: SNES native 3D performance ST-NICC no SFX demo

if you could update the span buffers to be 8 tall and hence you go through a whole "tile"s worth at once, it might work out faster to plot custom chars, update the map and then DMA fill with known solid tiles. It would save DMA bandwidth but I'm not sure it wouldn't cost more in terms of rasterise ...
by psycopathicteen
Fri Aug 21, 2020 7:26 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 143
Views: 33194

Re: [demo] SNES Sonic

I eventually want to make a homebrew game that utilizes the SA-1 chip, but I will have to use it creatively, and not just preventing slowdown.
by psycopathicteen
Fri Aug 21, 2020 7:15 am
Forum: SNESdev
Topic: SNES native 3D performance ST-NICC no SFX demo
Replies: 72
Views: 6466

Re: SNES native 3D performance ST-NICC no SFX demo

I mean solid as in the 8x8 tile is one solid color, and update the tilemap as well as the tiles.
by psycopathicteen
Fri Aug 21, 2020 7:01 am
Forum: SNESdev
Topic: SNES native 3D performance ST-NICC no SFX demo
Replies: 72
Views: 6466

Re: SNES native 3D performance ST-NICC no SFX demo

You'll cut down on bandwidth a lot by only updating the non-solid tiles.
by psycopathicteen
Thu Aug 13, 2020 1:53 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 143
Views: 33194

Re: [demo] SNES Sonic

TiagoSC wrote:
Tue Aug 11, 2020 3:59 pm
psycopathicteen wrote:
Sun Aug 09, 2020 10:51 am
What animation frames are missing? They looked the same to me.
The missing animation frames are from enemies Crabmeat and Neutron,
and some sprites that use backdrop tiles.

Image
How did the original game do the semi-transparent sprite?
by psycopathicteen
Sun Aug 09, 2020 10:51 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 143
Views: 33194

Re: [demo] SNES Sonic

What animation frames are missing? They looked the same to me.
by psycopathicteen
Thu Aug 06, 2020 5:29 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 143
Views: 33194

Re: [demo] SNES Sonic

Dang, this is impressive. I didn't even notice any slowdown.
by psycopathicteen
Wed Jul 08, 2020 6:32 pm
Forum: NESdev
Topic: I accidentally discovered what Double Dribble was probably intended to sound like.
Replies: 35
Views: 9281

Re: I accidentally discovered what Double Dribble was probably intended to sound like.

I remember reading about something similar happening in a Sega Genesis game (It was either Altered Beast, or Street Fighter II) where the samples themselves sounded good, but there was a glitch in the sound driver that distorted the samples. I think it was an issue with the Z80 getting stuck during ...