Search found 129 matches

by Optiroc
Fri May 10, 2019 11:22 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

Hi, sorry, but I have one important suggestion for any tile format (PCE, SFC...) and that is the ability to specify the starting VRAM address of the first graphics tile. Tiles can't all start at VRAM $0000, as often the MAP/BAT is located there. Thus the tile numbers in the MAP will be incorrect. A...
by Optiroc
Fri May 10, 2019 9:22 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

Several NES games I've worked on for Retrotainment Games do exactly that, and then the tiles and map get postprocessed for compression. It beats making a custom map editor, porting it to Windows, and training artists two states away on its use. Yep, it’s not completely unreasonable either, which is...
by Optiroc
Fri May 10, 2019 5:26 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

Hi, sorry, but I have one important suggestion for any tile format (PCE, SFC...) and that is the ability to specify the starting VRAM address of the first graphics tile. Tiles can't all start at VRAM $0000, as often the MAP/BAT is located there. Thus the tile numbers in the MAP will be incorrect. A...
by Optiroc
Fri May 10, 2019 1:51 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

Thanks for the newest version. It seems to generate valid maps, palettes, etc for 24-bit and indexed PNGS. 1024x512-pixel-large images also seem to remap just fine. I'll actually test the tool and images out on my PCE tonight or in a couple of days. Awesome. There should be no particular size limit...
by Optiroc
Wed May 08, 2019 1:30 am
Forum: SNESdev
Topic: Are there any SNES graphics converters beside Pcx2SNES?
Replies: 9
Views: 7605

Re: Are there any SNES graphics converters beside Pcx2SNES?

Optiroc's superfamiconv is the best available converter. I'm not entirely happy with it, given the many bugs in its map and palette parts, but he's been fixing bugs lately, so things may be better now. More specifically, I believe a lot of the bugs / unexpected behaviour was due to how I handled tr...
by Optiroc
Wed May 08, 2019 1:24 am
Forum: SNESdev
Topic: Are there any SNES graphics converters beside Pcx2SNES?
Replies: 9
Views: 7605

Re: Are there any SNES graphics converters beside Pcx2SNES?

I've been fixing bugs, but also added features with possible new bugs. :) Please report any bugs (especially in map generation) on GitHub! And if so, *please* attach relevant data files to reproduce the bug. I got a bunch of bug reports last year for which the user refused to attach data files for w...
by Optiroc
Tue May 07, 2019 2:00 pm
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

Optiroc wrote:I’m finishing up full PCE support tonight, probably.
Done. PCE map output isn't really tested but "should work". :)

I'm still not confident that my Windows builds work as expected, so feel free to PM me if it doesn't work (or do work, for that matter!).
by Optiroc
Tue May 07, 2019 1:18 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

I’m finishing up full PCE support tonight, probably.
by Optiroc
Sat May 04, 2019 11:53 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

Super Famicomv gives me an application error (Win 7 Pro x64): unable to start correctly (0xc00007b). Any idea what that is about? Not really, but maybe I should build with stdlibc++ statically linked. I'm not sure how this all works on Windows though - I seem to remember that you get a fairly nice ...
by Optiroc
Fri May 03, 2019 2:42 pm
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

Here's a binary release of the current version of SuperFamiconv (v0.7.1).

I appreciate any bug reports and feedback, since I've changed lots of things and don't have proper test data in place for all functionality yet.
by Optiroc
Fri May 03, 2019 2:41 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

I added --no-remap to the "one shot" superfamiconv command mode. As far as how the tool is meant to be used, I made this diagram before writing it. The key difference between most other tools is that all inputs can be RGBA8888 images and the tool will take care of remapping. And if further control i...
by Optiroc
Wed May 01, 2019 10:10 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 25514

Re: How to show graphics on the screen?

I’m working on SuperFamiconv again now, and it sounds like I should add the “no-remap” flag to the one shot operation too... No particular reason why it isn’t there, except that I tried to keep it simple for people just to get a piece of graphics out of it with a minimum of hassle. The “power user” ...
by Optiroc
Thu Apr 11, 2019 1:01 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 382
Views: 207287

Re: Mesen-S - SNES Emulator

This looks great! I couldn’t help myself from starting to muck around with a MacOS port... The core library was easy enough to compile with a bleeding edge clang and some compiler flags (the dummy input manager drop-in dummy will need to actually do something, at some point). The big issue is the so...
by Optiroc
Tue Sep 11, 2018 12:56 am
Forum: SNESdev
Topic: Who do you consider to be the snesdev/scene gurus?
Replies: 44
Views: 35228

Re: Who do you consider to be the snesdev/scene gurus?

Both the how to code tutorial and accompanying example code are on Textfiles (what I was referring to as "Pan's edgelord text demo" for reasons that become evident if you look at the code). Oh, boy... I had forgotten exactly how despicable Pan was/is. But it serves as proof that the "SFX" documenta...
by Optiroc
Sat Apr 28, 2018 3:41 pm
Forum: SNESdev
Topic: Rotating room collision.
Replies: 36
Views: 13374

Re: Rotating room collision.

Does anybody know how collision was done in rotating rooms in games? I was thinking about doing a transform on the character's coordinates first, run the collision, then do the reverse transform, but I realized that doing two transforms will ruin precision. So I would need to save the "screen space...