Search found 259 matches

by Stef
Tue Aug 18, 2020 6:48 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 178
Views: 49406

Re: [demo] SNES Sonic

Well Sonic musics aren't particularly demanding, not many instruments, not weird / long FM instrument, not many SFX as well... i believe it's perfectly doable to replicate less or more accurately the sound part of the game using the SPC700 without any external assistance.
by Stef
Tue Aug 18, 2020 5:21 am
Forum: SNESdev
Topic: SNES native 3D performance ST-NICC no SFX demo
Replies: 72
Views: 10794

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

Do you mean like the actual MSU1 videos? (there is an bad apple demo at 512x448). At 4BPP or 2BPP could be possible to send more tiles to achieve some kind of FMV, right? P.D: Sorry, where is the other demo for megadrive/genesis?. Err no.. MSU1 isn't fun at all as you don't even need to compress th...
by Stef
Tue Aug 18, 2020 1:43 am
Forum: SNESdev
Topic: SNES native 3D performance ST-NICC no SFX demo
Replies: 72
Views: 10794

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

There is 2 versions of the MD demo, i believe the Titan version does parse original data, that explain the slightly not full-screen viewport and the more limited frame rate compared to the full-screen 25 FPS version of the MD demo from Resistance. The later use a larger ROM and can be seen more as a...
by Stef
Wed Aug 12, 2020 1:54 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 178
Views: 49406

Re: [demo] SNES Sonic

There's no "final/decoded" version, what's in RAM is decoded on the fly. It's not as complex/slow as it sounds: use bits 8-15 of the coordinates to look up the index of a 256x256-pixel block in the level map, and then bits 4-7 to look up 16x16-pixel blocks within the 256x256. From there you can eit...
by Stef
Wed Aug 12, 2020 5:09 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 178
Views: 49406

Re: [demo] SNES Sonic

It's not RLE, it's Kosinski compression , based on LZSS. Even worse for CPU but better for the compression :) I doubt it, considering that the attributes of each 8x8-pixel tile (palette and flipping) can be controlled individually in the Sonic engine. but that is just for metatile definition right ...
by Stef
Wed Aug 12, 2020 1:50 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 178
Views: 49406

Re: [demo] SNES Sonic

Thank you Stef! I know that there are many programmers like you who can do much better than I did. Are you kidding ? :D Don't be that modest :p With your MD's Megaman X port and now this SNES Sonic demo you already proven that you're a very skilled developer ! This engine was made at the same time ...
by Stef
Tue Aug 11, 2020 6:50 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 178
Views: 49406

Re: [demo] SNES Sonic

Sonic 1 engine isn't optimal in the way it handles active objects, it just clips them horizontally (128 px off screen) while all the vertical area is still active. The problem is that Sonic levels can be quite large even on the vertical axis so that raise quite a lot the number of active objects at ...
by Stef
Thu Dec 12, 2019 1:45 am
Forum: Other Retro Dev
Topic: Were 3bpp graphics ever actually a thing?
Replies: 26
Views: 26076

Re: Were 3bpp graphics ever actually a thing?

turboxray wrote:
Wed Dec 04, 2019 6:53 am
I knew it from talking with Charles MacDonald; I was working on a project to get the arcade shinobi rom running on the Genesis (years ago). I was trying to replace the graphics routines with custom ones.
Look like we got that 3bpp information from a common source of motivation then :lol:
by Stef
Tue Nov 05, 2019 3:21 am
Forum: Other Retro Dev
Topic: Were 3bpp graphics ever actually a thing?
Replies: 26
Views: 26076

Re: Were 3bpp graphics ever actually a thing?

Some arcade systems (as the System-16 from Sega) used 3bpp tiles for the background layer, so that existed even if it wasn't common.
by Stef
Mon Aug 12, 2019 2:30 am
Forum: Other Retro Dev
Topic: Has anybody ever made an algorithm for metasprite optimizing
Replies: 17
Views: 29266

Re: Has anybody ever made an algorithm for metasprite optimi

I made a sprite cutter tools for the resource compiler in SGDK (so for the Sega Megadrive but it could be easily modified to SNES sprites). Basically i have 2 methods : - a fast method just trying to fit the sprite into the smallest number of 8x8 to 32x32 blocs then merging adjacent blocs when possi...
by Stef
Wed Sep 12, 2018 3:16 am
Forum: Other Retro Dev
Topic: How was sprite Z sorting done in games?
Replies: 9
Views: 13047

Re: How was sprite Z sorting done in games?

In SGDK i'm using insertion sort and i'm doing it only when Z (depth) value of a sprite is changed so i only sort this sprite : https://github.com/Stephane-D/SGDK/blob/master/src/sprite_eng.c (search for sortSprite(..) method). Even if the code look a bit complicated (because of the double linked li...
by Stef
Fri Jul 06, 2018 5:02 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 123393

Re: Why no SNES homebrew scene?

It sounds to me like folks complaining about lack of C compiler essentially are saying "assembly is fine but it takes a long time to write + is more tedious to deal with than something like C". And that's very true! Of course, definitely this. I still think that for some people it would be even bet...
by Stef
Thu Jul 05, 2018 5:37 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 123393

Re: Why no SNES homebrew scene?

If they don't want to spend 3 weeks for "hello world", then they probably won't ever spend the time to make a full game for the system. I spent probably well over 3 weeeks when I wanted to do a "hello world" on NES back when I started this activity in 2002 at age 13 without any knownledge of the en...
by Stef
Thu Jul 05, 2018 1:40 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 123393

Re: Why no SNES homebrew scene?

When i said hardware abstraction, i speak about low level stuffs in general. In the end the library / API still need to fit the hardware design in some ways, but for instance it would be nice to not having to know that the OAM is split in 2 parts. At higher level i would say you won't even need to k...
by Stef
Tue Jul 03, 2018 7:37 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 123393

Re: Why no SNES homebrew scene?

But I stand firm on my opinion that lack of a C compiler isn't the reason why SNES homebrew isn't prolific. I don't understand why many of you are fighting against that idea... Of course not having a good C compiler is a problem. That is not the *only* problem but definitely it closes some (a lot o...