Search found 1307 matches

by 93143
Wed Feb 24, 2021 5:53 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 19
Views: 551

Re: Need guidance with nes to snes.

So INIDISP is the equivalent of the nes ppu rendering enable/disable? I want to make sure I understand. I dont want to confuse brightness for rendering It's both. https://wiki.superfamicom.org/registers#inidisp-screen-display-186 Bits 0-3 of INIDISP ($2100) are a 4-bit number that sets the screen b...
by 93143
Wed Feb 24, 2021 12:29 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 19
Views: 551

Re: Need guidance with nes to snes.

What he means is that setting the top bit of INIDISP turns the screen off, and clearing it turns it back on. The actual brightness value is just bits 0-3; bits 4-6 don't do anything (which is a shame because the brightness control circuitry is analog and it could have allowed for much smoother fades...
by 93143
Mon Feb 22, 2021 6:17 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 24
Views: 2097

Re: Errors with INIDISP

But the transfer seems to take? The BG tile is rewritten successfully, highlight and all, and the sprite data as shown on subsequent lines isn't corrupted? If so, this is excellent news. Unless I've missed something with this test, it means I should be able to rely on this technique working on a 1CH...
by 93143
Mon Feb 22, 2021 5:39 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 19
Views: 551

Re: Need guidance with nes to snes.

Doesn't it wrap? The address formula given here does & 0x7fff to the result, which implies that it does. Max offset is 24 KB (or 32 if you include the size of table 0), so you should be able to put table 0 halfway up VRAM and table 1 at the bottom. The gap between table 0 and table 1 is decided by ...
by 93143
Mon Feb 22, 2021 12:29 pm
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 19
Views: 551

Re: Need guidance with nes to snes.

You would have to convert the Sprite CHRROM to 4bpp SNES format. You can set DMA to write repeatedly to only half of the 16-bit VRAM data port, and you can set the VRAM port to increment the VRAM word address after a write to either byte. This means you can easily DMA to half the bitplanes in a til...
by 93143
Mon Feb 22, 2021 11:12 am
Forum: SNESdev
Topic: Need guidance with nes to snes.
Replies: 19
Views: 551

Re: Need guidance with nes to snes.

- Sprite pattern table can't be swapped since the second table is a limited offset from the first. Doesn't it wrap? The address formula given here does & 0x7fff to the result, which implies that it does. Max offset is 24 KB (or 32 if you include the size of table 0), so you should be able to put ta...
by 93143
Sat Feb 20, 2021 2:35 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 24
Views: 2097

Re: Errors with INIDISP

I added the ability to turn the layers on and off with the controller. Pressing L toggles BG1, and pressing R toggles the OBJ layer. This makes it easier to see the sprite glitches, allows you to verify that they go away when the sprites are disabled, and shows more clearly that there isn't garbage ...
by 93143
Thu Feb 18, 2021 6:20 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 24
Views: 2097

Re: Errors with INIDISP

Okay, I modified the first test ROM slightly, so that the OBJ tile tables do not overlap the BG1 tiles. It still works on my SNES, via Super Everdrive. I do not know if my SNES is a 1CHIP or not. Again, the blue background is 64x64 sprites, and the symbols are BG1, consisting of a single tile that g...
by 93143
Wed Feb 17, 2021 10:41 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 24
Views: 2097

Re: Errors with INIDISP

If forced blank doesn't interrupt sprite sliver fetches on a 1CHIP, does that mean VRAM writes during HBlank won't work? https://forums.nesdev.com/viewtopic.php?f=12&t=19896 Perhaps I should go over that test ROM to make sure it definitely can't produce a false positive. I'm super tired right now an...
by 93143
Sun Feb 14, 2021 10:48 pm
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 13
Views: 1087

Re: Why a lot of 8-bit (or alike) developers think we loved ass rape?

On a serious note, I think there's a balance to be had between hard to the point of feeling cheap (quarter-muncher behaviour, taken to an extreme with indie stuff like IWBTG) and too easy to feel satisfying. I suppose it depends on the genre, but I like what Zun said about his famously hard (but not...
by 93143
Sun Feb 14, 2021 10:13 pm
Forum: General Stuff
Topic: Why a lot of 8-bit (or alike) developers think we loved excessive difficulty?
Replies: 13
Views: 1087

Re: Why a lot of 8-bit (or alike) developers think we loved ass rape?

Also, nice clickbait title. I almost thought you were talking about Terry Doom troll WADs that actually did involve traps with lots of annoying text and annoying sounds referencing ass rape as well as plenty of Archviles. I expected something about this: https://forums.nesdev.com/viewtopic.php?f=4&...
by 93143
Sat Feb 13, 2021 1:46 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 24
Views: 2097

Re: Errors with INIDISP

Apparently there are two glitches. First, on S-CPU A, if the last HDMA channel ends with its destination address set to $00 (meaning INIDISP), it disables the DMA unit (or at least borks regular DMA). (This is good to know for me, as it means (if I understand correctly) that you can't turn the scree...
by 93143
Mon Feb 08, 2021 11:34 pm
Forum: SNESdev
Topic: Questions about Vblank, NMI, DMA
Replies: 7
Views: 912

Re: Questions about Vblank, NMI, DMA

There is the graphics chip, it is the master it rules the roost as you are now its slave. the CPU and you will dance to its beat, it will not stop, it will not slow, it will not pause the raster marches at constant pace and you are now its slave. Well said. Understanding the PPU's operation and how...
by 93143
Thu Feb 04, 2021 11:14 pm
Forum: SNESdev
Topic: About the color palette...
Replies: 6
Views: 1173

Re: About the color palette...

Are you supposed to set the all the colors in the whole palette once for the whole entire program/game, or do you "update" the colors in the whole palette through out the program/game? There is no "supposed to". You can do either one. If you're making Pong or Asteroids or something like that, loadi...
by 93143
Tue Feb 02, 2021 4:04 pm
Forum: SNESdev
Topic: Bad Apple demo on SNES (alternate version)
Replies: 37
Views: 10502

Re: Bad Apple demo on SNES (alternate version)

Timing is indeed much better (looks nearly perfect in bsnes). Smoother frame rate too. Nice work.