Search found 100 matches

by Kannagi
Fri Sep 27, 2019 1:05 am
Forum: SNESdev
Topic: How to set number of sprites
Replies: 5
Views: 4385

Re: How to set number of sprites

The limit on SNES is 272 pixels/lines or 30 sprites/lines
(If we compare it to the MD, it's 320 pixels/lines or 20 sprites/lines and the neo geo is 96 sprites/lines of 16x16 equivalent to 1536 pixels/lines ).
by Kannagi
Thu Sep 26, 2019 12:22 pm
Forum: SNESdev
Topic: HDMA enable at HDMA trigger
Replies: 3
Views: 3602

Re: HDMA enable at HDMA trigger

It's interesting even if I do not necessarily have the time to test to know how many cycles it checks the HDMA ;)
by Kannagi
Wed Sep 25, 2019 2:52 am
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 11804

Re: My Project : Super Papi Commando + SuperDan

I added the animation bullets + a Raiden style bullet
https://www.youtube.com/watch?v=Z8H7UVa_M6E

For my engine, I intend to make a github that will bring together all my work :
-the source code
-the sound driver
-Tools (including conversion of Tiled + map compressions)
by Kannagi
Fri Sep 20, 2019 1:57 pm
Forum: SNESdev
Topic: SKS Super Kannagi Sound , new driver for SNES
Replies: 5
Views: 6277

Re: SKS Super Kannagi Sound , new driver for SNES

I didn't really understand your question ^^'
This is the ROM-> SPC transfer speed for tracks, samples and SFX
And this can not really make a streaming, it takes a lot of processor time (24 kb/s = 100% CPU )
by Kannagi
Wed Sep 18, 2019 11:32 pm
Forum: SNESdev
Topic: SKS Super Kannagi Sound , new driver for SNES
Replies: 5
Views: 6277

Re: SKS Super Kannagi Sound , new driver for SNES

Thank you TOUKO ;)

For zelda GB, I don't know, but the main concern is that for the moment, I do not use effect.
I just read the "effect" F / D / B (so F to change the tempo / BPM, D / B to jump into another pattern).
So I'll tell you that when I put the main effects, it will be easier to compare ;)
by Kannagi
Wed Sep 18, 2019 4:59 am
Forum: SNESdev
Topic: SKS Super Kannagi Sound , new driver for SNES
Replies: 5
Views: 6277

SKS Super Kannagi Sound , new driver for SNES

Hello, I never finished a SNES game because it was missing a sound driver that corresponded to me and so I started to make one, it is not finished, but I think it will be soon ;) It is therefore a driver that converts the main formats .mod / .xm / .it /..s3m into a custom format Zelda and SoM are in...
by Kannagi
Sun Jun 16, 2019 11:53 pm
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 11804

Re: My Project : Super Papi Commando + SuperDan

I don't know when, I'm in no hurry, I don't think many people will use it.

Because it's an engine that uses ASM and WLA-DX so it's special.

After that I must also put some codes examples and a little doc so , it takes time too
by Kannagi
Sat Jun 15, 2019 10:32 pm
Forum: SNESdev
Topic: The best emulator ? SNES9X ?
Replies: 13
Views: 6771

Re: The best emulator ? SNES9X ?

So I tested the Higan v106
And good news for you, I have good values, I even feel that it is a little more accurate than other emulator;)
by Kannagi
Fri Jun 14, 2019 9:39 am
Forum: SNESdev
Topic: Maybe floating point isn't that bad of an idea.
Replies: 15
Views: 8466

Re: Maybe floating point isn't that bad of an idea.

No need for a floating number then, made in fixed-point numbers. You know that the PS1 had no floating numbers? All the 3D calculations was 16 bits (It seems to me that the Sega Saturn too) The PS2 also has a 16-bit fixed-point (for vertices / textures), but you perform floating-point calculations (...
by Kannagi
Fri Jun 14, 2019 5:59 am
Forum: SNESdev
Topic: The best emulator ? SNES9X ?
Replies: 13
Views: 6771

Re: The best emulator ? SNES9X ?

I don't do CPU <> SMP communications at the moment. And I doubt that there will be between two SNES a difference of 6% for the speed of the CPU. I will try to do tests on bsnes / higan to see if certain instructions are respected for the cycles, but I don't use it for the reason that I find it diffi...
by Kannagi
Thu Jun 13, 2019 4:34 pm
Forum: SNESdev
Topic: The best emulator ? SNES9X ?
Replies: 13
Views: 6771

Re: The best emulator ? SNES9X ?

TASVideos uses an older bsnes core in their emulator to create input recordings that can be played back on real hardware. That sounds like it's quite perfect. It is not perfect, for example a strange bug that I had was that if you do not read the joypad at the right time you can have graphics glitc...
by Kannagi
Thu Jun 13, 2019 12:39 pm
Forum: SNESdev
Topic: The best emulator ? SNES9X ?
Replies: 13
Views: 6771

Re: The best emulator ? SNES9X ?

@hibber22 If we rely on the hardware, no emulator is perfect on this point. When I do something exotic with the material, I test on a real SNES (but this is the case of all the consoles, I don't know who would emulate the hardware perfectly). I find it more interesting an emulator that respects the ...
by Kannagi
Thu Jun 13, 2019 4:52 am
Forum: SNESdev
Topic: The best emulator ? SNES9X ?
Replies: 13
Views: 6771

The best emulator ? SNES9X ?

I often read bsnes is better, but we don't mention SNES9x Yet, in most of my tests (and my demo), I have always had a similar result between hardware and SNES9x, but with slight differences from other emulators. Of course, for a little exotic use, may be that SNES9x does not respect the hardware, bu...
by Kannagi
Thu Jun 13, 2019 12:59 am
Forum: SNESdev
Topic: Collision Detection between 128 Objects?
Replies: 27
Views: 15743

Re: Collision Detection between 128 Objects?

Thanks, the demo runs at 60 FPS, but the collisions are them at 4 FPS. So there is a certain latency between the display / movement of the bullet(60FPS) and the collisions (4FPS). It's more feasible to do 32 bullets * 32 enemies, that's 1024 test, exactly what I can manage in one frame ;) If you han...
by Kannagi
Wed Jun 12, 2019 11:59 am
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 11804

Re: My Project : Super Papi Commando + SuperDan

I put you my last demo, I changed the bullet, reduced the hitbox and I finished the collisions of the laser https://image.noelshack.com/fichiers/2019/24/3/1560365847-superdan4.png The Y key allows you to revive enemy ships, (but the function is not optimized, so do not worry about the% CPU that sudd...