Search found 161 matches

by Señor Ventura
Fri Nov 27, 2020 12:05 pm
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 451
Views: 131956

Re: Why no SNES homebrew scene?

Wait, you're hacking Art of Fighter 2 to make it look more like the original game? That's pretty impressive. How did it do the sprite scaling? I'm so busy right now, and i have much to learn before it can be a real fact, but i pretend to do something with this game in some moment. My intention is t...
by Señor Ventura
Thu Nov 26, 2020 4:19 pm
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 451
Views: 131956

Re: Why no SNES homebrew scene?

And don't ask me to remake Patsy using a custom homebrew SNES engine, please. I'm ashamed of that game and I think even the idea of it was pretty stupid. Well, is a beginning xD My first game was a numeric tetris, and i had to cheat with the code, THAT was a shame :lol: I have an eye with the AoF2,...
by Señor Ventura
Thu Nov 26, 2020 9:50 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 451
Views: 131956

Re: Why no SNES homebrew scene?

While on the SNES side, a lot more energy goes into hacking those top-level games, because (a) more people are obsessed with them, and (b) they're hard to imagine matching or beating from scratch, so why not piggyback off one of them? Exactly this. How can a snes BEAT this?... https://j.gifs.com/wp...
by Señor Ventura
Tue Nov 24, 2020 8:53 am
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 10335

Re: Are High SNES Homebrew Expectations Justified?

On the other hand, I see an insane amount of dismissive gatekeeping from the SNES community. The amount of condescension that occurs in this community is staggering. I'm sure there are plenty of good, helpful people in this community, but they get overshadowed by crap like this: I don't know what i...
by Señor Ventura
Sun Nov 22, 2020 3:47 pm
Forum: SNESdev
Topic: Can the SNES use 1bpp tiles?
Replies: 15
Views: 654

Re: Can the SNES use 1bpp tiles?

psycopathicteen wrote:
Sun Nov 22, 2020 1:58 pm
You guys know there is a way to DMA 1bpp tiles without having the CPU manually convert tiles, right?
8 Bytes per tile?

I remember having commented it long time ago, but after that time i have discarted that idea.
by Señor Ventura
Sat Nov 21, 2020 5:37 am
Forum: SNESdev
Topic: Can the SNES use 1bpp tiles?
Replies: 15
Views: 654

Re: Can the SNES use 1bpp tiles?

That is it, for hardware all the tiles will occupy 16 Bytes, 1BPP tiles really are 2BPP but using less colors thant these can.
by Señor Ventura
Sun Nov 08, 2020 4:35 pm
Forum: SNESdev
Topic: Can the SNES load scaled version of tiles?
Replies: 4
Views: 690

Re: Can the SNES load scaled version of tiles?

In the attribute table you can scale x2 any sprite.

It would had be interesting to have much more intermediate positions to scale sprites manually, without the need of cpu assistance, and only through DMA with a few Bytes.
by Señor Ventura
Sat Nov 07, 2020 3:18 pm
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 10335

Re: Are High SNES Homebrew Expectations Justified?

Music-wise it's pretty hard getting something as good as existing games. I think an HDMA engine would actually make it easier on me just because I find the 65816 much easier to work with. I think the snes scene has a lack of sharing libraries and developed tools in comparison with another platforms...
by Señor Ventura
Wed Nov 04, 2020 3:45 am
Forum: SNESdev
Topic: Are High SNES Homebrew Expectations Justified?
Replies: 103
Views: 10335

Re: Are High SNES Homebrew Expectations Justified?

Well what you call retro is a matter of opinion. I guess the SNES do have the typical 16-bit look, and it's definitely no Neo Geo which kind of symbolizes the peak of 2D game graphics. I strongly disagree. A snes game with 95 megs + sdd1 is another thing. Not an 100 hours rpg, but a 25 minutes game...
by Señor Ventura
Sat Oct 24, 2020 11:37 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 65162

Re: [demo] SNES Sonic

45 KiB at 96 bytes per tile would mean 480 distinct tiles. This is still more than you get on NES, plus you can flip them (if the art style allows). I still don't get how could show off 4096 colors. One background for rpg's or vertical shoot em ups must be seen like a playstation title. One questio...
by Señor Ventura
Sat Oct 24, 2020 11:04 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 65162

Re: [demo] SNES Sonic

12-bit color is possible on the Super NES. Set up mode 3 with 8bpp RGB332 ("direct color") on 8bpp BG1 and the least significant 1 red, 1 green, and 2 blue bits on 4bpp BG2. Add them with color math. With 60 KiB of VRAM available for tiles at 96 bytes each, you'll be able to put 640 unique tiles on...
by Señor Ventura
Tue Oct 20, 2020 3:57 pm
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 4801

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

The SNES does have 128 KB of WRAM. Perhaps that's what he meant - I believe psycopathicteen has demonstrated smooth sprite rotation by calculating everything before it's needed, in parallel with the game, and dumping the results into WRAM so they're available when required. Well, but, How many of t...
by Señor Ventura
Tue Oct 20, 2020 1:06 am
Forum: SNESdev
Topic: Why did official SA1 games use no features of the chip?
Replies: 7
Views: 2416

Re: Why did official SA1 games use no features of the chip?

93143 wrote:
Mon Oct 19, 2020 11:50 pm
and then DMA the result to VRAM as SNES bitplane graphics.
Do am i understanding well?, at what bandwidth speed this happens?.
by Señor Ventura
Mon Oct 19, 2020 5:13 pm
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 4801

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

How do you know if the game is using the cpu to scale the sprites or if there is a set of pre-scaled graphics in rom though? Common sense. There is so much content in that rom, and isn't much reiterative of content there, so, repeating those tiles until this point would have had an spending of memo...
by Señor Ventura
Mon Oct 19, 2020 11:53 am
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 4801

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

I would like to know how expensive to cpu processing time are this routines, and how many tiles could be scaled at the same time.