Search found 1225 matches

by 93143
Mon Sep 14, 2020 3:46 pm
Forum: SNESdev
Topic: yo where my superfx gang at
Replies: 4
Views: 264

Re: yo where my superfx gang at

I'm not doing 3D, but my ongoing project (largely stalled due to real life, but should pick up soon) uses the Super FX. It's a bullet hell shmup. A port, actually, of a game on a much more powerful platform. I'm not saying which one, or even promising to finish it in a timely fashion - I learned my ...
by 93143
Tue Sep 08, 2020 3:31 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

If it's around a corner, the sound would be louder from the left or right side. That's kinda moot considering the player can be facing pretty much any angle. (Assuming of course that there will be no simulated sound reflection. :) ) Actually... I was considering using the BSP or the sector map to t...
by 93143
Mon Sep 07, 2020 6:31 pm
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 3259

Re: Rem Demo

The shadowcasting looks amazing, particularly when you're moving fast or dealing with ledges. Who would have thought the SNES could do that? Still a bit abrupt near the edges of the light, because of the way the gradient is set up. I might have tried a slightly different approach to try to smooth th...
by 93143
Mon Sep 07, 2020 5:38 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

To me it sounds pretty clearly like the low flute sound starts directly in front, then moves to the right and around behind my head (close, like it's sneaking up on me - that nervous feeling is one reason I thought of using this technique in Doom). Basically a 180° arc from front to back. I understa...
by 93143
Sun Sep 06, 2020 3:33 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

That one's smashed pretty hard. It might be easier to hear the effect in this one: https://www.youtube.com/watch?v=uNz3qC1W7Aw
by 93143
Sun Sep 06, 2020 1:22 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

Listen to the level 2-1 music from Super Turrican with headphones, and wait for the low flute to start panning all the way around, about 35 seconds in. Seems pretty convincing to me...
by 93143
Sat Sep 05, 2020 10:55 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

Animal Crossing for GameCube, DS, and Wii caps running speed at one cell per 16 frames. An "acre" is 16 by 16 cells. Given the real world definition of an acre as 43560 square feet (4046.86 m²), this must mean outdoor cells are 4 m on a side. Doesn't that make the characters pretty big? Trees, frui...
by 93143
Sat Sep 05, 2020 9:05 pm
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 3259

Re: Rem Demo

About the priority bit, I have never tried it out, but I always thought that if I don't have the priority bit set in the sub screen, but it is set in the main screen, that part of the main screen would show through? Wasn't that even a thing with some games? No, I don't think so. Each layer (BG1/BG2...
by 93143
Sat Sep 05, 2020 2:41 pm
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 3259

Re: Rem Demo

This step might be skippable if you don't care about the mirroring / priority bits You don't care about the flip bits if you're using solid tiles, and you don't care about the priority bit because the lighting layer should be the only thing on the subscreen. It occurs to me that with 8 palettes and...
by 93143
Sat Sep 05, 2020 12:42 am
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 3259

Re: Rem Demo

Impressive atmosphere. You say you're using a single palette for the light layer because you can't spare the DMA to do both bytes, so you just write the bottom byte? It should be possible to just write the top byte. That gives you palette selection and a choice of four different tiles, which for the...
by 93143
Fri Sep 04, 2020 3:11 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

Can't you use indirect moves instead and just move the direct page to where you want to stream the data? I don't think that would be a net win. The instruction I'm using, mov !addr+X, A , takes one less cycle than mov [dp]+Y, A , which gives me three cycles of extra timing margin. In your scheme, w...
by 93143
Fri Sep 04, 2020 2:12 pm
Forum: SNESdev
Topic: Tips on saving space for your SNES homebrews.
Replies: 12
Views: 1777

Re: Tips on saving space for your SNES homebrews.

You could do 16x16 signed multiplication using a lookup table. Just remove the signs (and multiply them separately), shift and combine the resulting 15-bit values so that they constitute bits 2-31 of a 32-bit word, and write that to the address registers of the MSU1. Read four bytes, apply the appro...
by 93143
Thu Sep 03, 2020 11:44 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

Since then we've had people using HDMA to stream stereo BRR at 32kHz, so there's not too much impact on the main CPU. (I think. I can't find a link as easily) I'm unaware of anybody actually doing it, but the method I proposed is here: https://forums.nesdev.com/viewtopic.php?f=12&t=14634&p=178343#p...
by 93143
Wed Sep 02, 2020 9:29 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

First post just to ask that? Okay, I guess I'll re-post it. Don't hesitate to ask any questions you may have - it's not as long as it could be, and assumes some knowledge of SNES audio. I originally deleted it because this sort of post never seems to get any engagement, and I felt that the people on...
by 93143
Mon Aug 31, 2020 8:48 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 19868

Re: SNES Doom Source Released! Now What?

I just thought of another way in which Doom is metal. Stop me if you've heard this one: You know how it's only former humans who drop ammo and weapons? The actual demons don't. So what this means is that in order to replenish your supplies, you have to rob zombies. ... (Here was a long what-if piece...