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 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Sun Aug 04, 2019 3:58 pm 

Replies: 27
Views: 5685


No problem!
Still cool!

I decided to start learning SNES development.
I will be back after I have some demos.

Thanks a lot for your help guys!

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Sun Aug 04, 2019 3:23 am 

Replies: 27
Views: 5685


Really cool! Despite 4 pixel wide "pixels" it's still cool just as a demo. 256x172 20 fps is quite enough for a playable game. 4bpp right? I plan to make a game (first person shooter) using an additional GPU to produce graphics and I need to display it. But I would like to display it a bit...

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Sat Aug 03, 2019 3:10 am 

Replies: 27
Views: 5685


Thanks a lot for your help 93143! Yep. It was me around here 4 years ago with the similar question. Time runs so fast... 4 years passed since then. 256x188 8bpp 15fps. acceptable. I will try to implement it. Cool! I didn't know SNES is able to "blast process". As far I know that colour tri...

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Fri Aug 02, 2019 12:55 pm 

Replies: 27
Views: 5685


60 fps isn't the objective at all. It's obvious it's unreachable for direct colour. We know that this (224x192 + 4bpp + 30 fps + double buffer) is possible. At this moment I would really like to know what the max viewport I could achieve for a 8bpp color and 15-20 fps ( I don't know for sure but I g...

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Fri Aug 02, 2019 8:49 am 

Replies: 27
Views: 5685


224x192 4bpp 30 fps.
Not bad!
However bad that 4bpp only.

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Fri Aug 02, 2019 5:56 am 

Replies: 27
Views: 5685


It seems something psychological caused my false perception. Am I right that double buffering is impossible if I use 224x192 8bpp resolution because there is no room for double buffer in 64 kB VRAM? I was able to made double buffering on Sega having 64 kB VRAM because Sega was able to transfer 50% o...

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Fri Aug 02, 2019 3:22 am 

Replies: 27
Views: 5685


Thanks a lot guys for your help! Now everything is clear. Concerning a lower frame rate: I have played a lot of Sega games and a lot of SNES games and I found that the latter ones have lower frame rates. Maybe it's not so. I haven't checked it very well. It's just my assumption. Maybe it's my biased...

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Thu Aug 01, 2019 6:30 pm 

Replies: 27
Views: 5685


What I can see so far is: There is the Mode 3 having an 8-bit color for each pixel. Each pixel needs 1 byte. DMA bandwidth is around 170 bytes per scanline. To fill the screen with a 256x224 image one needs 57344 bytes. We get 6.76 fps if we transfer the data from ROM to VRAM only during the vblank....

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Thu Aug 01, 2019 1:40 pm 

Replies: 27
Views: 5685


Hi! Sorry that my question was not exact. I am not experienced in SNES development. However I have experience in Sega Genesis development. Also I have checked SNES' hardware and couldn't find any way to make "direct colour" at a reasonable fps. I was just curious maybe I missed something a...

 Forum: SNESdev   Topic: How SuperFX assisted games displayed?

Posted: Thu Aug 01, 2019 12:48 pm 

Replies: 27
Views: 5685


How SuperFX assisted games displayed? For example SuperFX chip generates graphics and then it should be transferred to the screen. SNES has quite low bandwidth. Is it possible at all to transfer an array of image data to the screen with reasonable fps? As far I can see so far such games have quite l...

 Forum: SNESdev   Topic: Introducing the VeriSNES (FPGA-based SNES)

Posted: Sat Mar 10, 2018 10:50 am 

Replies: 307
Views: 121844


Please don't stop!
Your project is much better than Super NT.

 Forum: SNESdev   Topic: Introducing the VeriSNES (FPGA-based SNES)

Posted: Sun Nov 12, 2017 5:29 am 

Replies: 307
Views: 121844


That's was a joke. However my words are serious.
Please feel free to contact me concerning that matter.

 Forum: SNESdev   Topic: Introducing the VeriSNES (FPGA-based SNES)

Posted: Fri Nov 10, 2017 1:09 am 

Replies: 307
Views: 121844


I would buy that information with a pleasure.
Pirates! If you are reading this please contact me.
I really want to have a good clone of SNES (not something similar to SNES's behaviour).

 Forum: SNESdev   Topic: Introducing the VeriSNES (FPGA-based SNES)

Posted: Wed Nov 08, 2017 10:36 am 

Replies: 307
Views: 121844


Yes. You understand everything absolutely right. (: almost a mind reader. There are already a lot of software-based "black boxes" and even one hardware-based "black box" and one is coming. It's needed at least one good "white box". I guess it hasn't happened yet because...

 Forum: SNESdev   Topic: Introducing the VeriSNES (FPGA-based SNES)

Posted: Wed Nov 08, 2017 6:15 am 

Replies: 307
Views: 121844


Yes right. I meant exactly that. If one makes a hardware clone it should be good. What reason to make another hardware emulator made "by symptoms" of the work of the original console. The symptomatic approach has already been satisfied by a lot of people. A very good emulator but still an ...
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