Search found 1265 matches

by 93143
Wed Nov 25, 2020 10:17 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 9909

Re: Are High SNES Homebrew Expectations Justified?

I guess my point is: how much of a difference does it make? Sure, I can download the SPCs and disable the echo in SPCPlay, but I am aware that most of my opinions are... unpopular, so I want to know what other people think about the differences. I can tell you what I think. I think the tunes I link...
by 93143
Wed Nov 25, 2020 7:20 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 9909

Re: Are High SNES Homebrew Expectations Justified?

What SNES soundtracks have used SPC700 reverb well enough to make the song actually need the echo? Ninja alert. I just edited in a link in my previous post that (IMO) answers this question. It's not really a fair question anyway, at least the way you've phrased it. What game actually needs music at...
by 93143
Wed Nov 25, 2020 4:36 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 9909

Re: Are High SNES Homebrew Expectations Justified?

You could process your audio with reverb / echo BEFORE converting them to BRR. That's what I mean by "baked". It has several disadvantages, including a severe tradeoff between flexibility and memory requirements, and an inability to accurately render reverb tails without overstressing the S-DSP's r...
by 93143
Wed Nov 25, 2020 4:20 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 9909

Re: Are High SNES Homebrew Expectations Justified?

Is the SPC's echo ability a value in itself for putting the game on SNES or just a convenience so the samples don't have to be composed with it? Baked reverb is only sufficient if you have effectively unlimited resources. Hauptwerk claims to use a convolution reverb engine now, but one of the notab...
by 93143
Sun Nov 22, 2020 3:02 pm
Forum: SNESdev
Topic: Can the SNES use 1bpp tiles?
Replies: 15
Views: 636

Re: Can the SNES use 1bpp tiles?

When filling only even or only odd bytes in bitplane graphics (as opposed to Mode 7 where it's how you upload tiles and map data separately), it's important to make sure the other byte is zero, or a known value at least, so you don't get pseudo-transparency with random leftover garbage. Of course, u...
by 93143
Fri Nov 20, 2020 12:29 am
Forum: SNESdev
Topic: SNES Development and 64tass
Replies: 12
Views: 864

Re: SNES Development and 64tass

Oh yeah, I forgot about that. That's true, but overpowering the bus to map cartridge stuff to reserved areas would block read access to the internal facilities that use those areas. Very bad for large-scale static mapping, although potentially useful for a hardware hacking device like the 21fx. (Als...
by 93143
Thu Nov 19, 2020 8:12 pm
Forum: SNESdev
Topic: SNES Development and 64tass
Replies: 12
Views: 864

Re: SNES Development and 64tass

I take it that it's possible for the cartridge to remap MMIO, internal WRAM or other things in the SNES base unit as well with the right glue logic. Huh? No no no. The internal stuff is all hardwired. The cartridge can only remap stuff that's in the cartridge. It can try to respond to accesses in r...
by 93143
Wed Nov 18, 2020 7:11 pm
Forum: SNESdev
Topic: SNES Development and 64tass
Replies: 12
Views: 864

Re: SNES Development and 64tass

But that is a battle far in their future My philosophy is that it's better to start with exclusively correct facts, and not attempt to make things easier with convenient fictions. Those convenient fictions can easily become inconvenient and impede further understanding. Best not to have to "un-lear...
by 93143
Wed Nov 18, 2020 5:45 pm
Forum: SNESdev
Topic: What is the point of the pseudo hi-res mode?
Replies: 6
Views: 1569

Re: What is the point of the pseudo hi-res mode?

No, Kirby and some other games used pseudo-hires to fake half transparency. The advantage is that while it uses up the subscreen the same as a real half blend, it doesn't use up the colour math hardware, so you can still do math with the constant colour in addition to the fake blend (which looks lik...
by 93143
Tue Nov 17, 2020 8:43 am
Forum: SNESdev
Topic: Why did Yoshi's Island fake Super FX features?
Replies: 17
Views: 1391

Re: Why did Yoshi's Island fake Super FX features?

I must admit I haven't dug into the disassembly myself, and attempting to figure out what a game is doing internally based on performance alone is always a bit dicey... I managed it with Doom's wall renderer, but that might have been a lucky guess (combined with the fact that it was by far the most ...
by 93143
Tue Nov 17, 2020 12:33 am
Forum: SNESdev
Topic: Why did Yoshi's Island fake Super FX features?
Replies: 17
Views: 1391

Re: Why did Yoshi's Island fake Super FX features?

The reason I don't think the homing torpedo and a couple of chasing fish is too much for the combined S-CPU and Super FX is... well, this.
by 93143
Mon Nov 16, 2020 5:44 pm
Forum: SNESdev
Topic: Why did Yoshi's Island fake Super FX features?
Replies: 17
Views: 1391

Re: Why did Yoshi's Island fake Super FX features?

you can run more of the game logic on the Super FX as well, freeing the 65816 for other tasks. I suspect it doesn't do this. There's slowdown in spots, for example during submarine sequences when you fire a homing torpedo. Either the Super FX code is incredibly bad or it isn't being used for game l...
by 93143
Sun Nov 15, 2020 11:09 pm
Forum: SNESdev
Topic: SNES Development and 64tass
Replies: 12
Views: 864

Re: SNES Development and 64tass

You seem to not quite get there is no Bank $80 it never exists. The SNES address space is only 23 bits Sorry, that's not true. The SNES address space is 24 bits. The most obvious difference is that banks $7E and $7F are WRAM, but $FE and $FF are ROM. But it shows up all over the place once you get ...
by 93143
Sun Nov 15, 2020 9:34 pm
Forum: SNESdev
Topic: Why did Yoshi's Island fake Super FX features?
Replies: 17
Views: 1391

Re: Why did Yoshi's Island fake Super FX features?

You can't use a LUT for something like Sluggy the Unshaven. That's goo physics. Perhaps you could speed it up with tables, but we aren't talking about a strictly prebaked effect. Also, the Super FX can't be used for something that doesn't fit in your DMA bandwidth to VRAM. Raphael the Raven is Super...
by 93143
Sat Nov 07, 2020 2:10 am
Forum: GBDev
Topic: Super gameboy color?
Replies: 59
Views: 18806

Re: Super gameboy color?

Excellent (for my purposes). Good to know. I tried it in higan v110 and the screen is blue. Since I don't own a GBC, and I don't have a flash cart for my GBA, I can't test on real hardware, but since you did already that's not especially important. It seems my fundamental assumption above holds, and...