Search found 88 matches

by Señor Ventura
Thu Nov 21, 2019 6:13 pm
Forum: SNESdev
Topic: Rate of streaming data to the SPC700?
Replies: 55
Views: 20624

Re: Rate of streaming data to the SPC700?

How many cycles has the SPC700 per frame?.
by Señor Ventura
Tue Nov 05, 2019 2:44 pm
Forum: SNESdev
Topic: US and JP SNES differences
Replies: 28
Views: 9419

Re: US and JP SNES differences

The difference was almost an superfx as ppu3.

10$, only 10$.
by Señor Ventura
Fri Oct 25, 2019 2:56 am
Forum: SNESdev
Topic: How the pixel/sprite limit reacts when is reached?
Replies: 1
Views: 2933

How the pixel/sprite limit reacts when is reached?

Normally, when the limit is exceeded, every scanline avoid to paint those pixels that are out of the limit, so, when there is a big group of sprites, yo can see an effect of torn cause every scanline affected has an determined longitude, different to the rest. But in this case the image shows perfec...
by Señor Ventura
Fri Sep 20, 2019 5:29 am
Forum: SNESdev
Topic: SKS Super Kannagi Sound , new driver for SNES
Replies: 5
Views: 6326

Re: SKS Super Kannagi Sound , new driver for SNES

Kannagi wrote:I also coded my own transfets so we have 24 kb/s.
Well done.

Could it reach more than 24KB/s for more quality samples?.
by Señor Ventura
Sat Jun 15, 2019 4:02 am
Forum: SNESdev
Topic: Maybe floating point isn't that bad of an idea.
Replies: 15
Views: 8547

Re: Maybe floating point isn't that bad of an idea.

psycopathicteen wrote:I'm talking about $211b and $211c.
I have here noted that the registers for the PPU are $4202 and $4203, and the registers of the mode 7 are $211b, $211c, $211d, and $211e

So, Do i must understand that you are in mode 7, but you can use that multipliers for sprites?
by Señor Ventura
Fri Jun 14, 2019 6:30 pm
Forum: SNESdev
Topic: Maybe floating point isn't that bad of an idea.
Replies: 15
Views: 8547

Re: Maybe floating point isn't that bad of an idea.

By the way, Do you mean using multiplications out of the mode 7?.
by Señor Ventura
Fri Jun 14, 2019 2:29 pm
Forum: SNESdev
Topic: Maybe floating point isn't that bad of an idea.
Replies: 15
Views: 8547

Re: Maybe floating point isn't that bad of an idea.

I'm lost, What is it for?. I'm trying to make a 3D spinning ring of ball sprites and it's taking a lot of CPU power to do the math on 16 balls, because it's taking 8 multiplications and 2 divisions per sprite. I'm trying not to use the mode-7 multiplication registers because I might want to later d...
by Señor Ventura
Fri Jun 14, 2019 3:46 am
Forum: SNESdev
Topic: Maybe floating point isn't that bad of an idea.
Replies: 15
Views: 8547

Re: Maybe floating point isn't that bad of an idea.

I'm lost, What is it for?.
by Señor Ventura
Sun Jun 09, 2019 12:51 pm
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 11872

Re: My Project : Super Papi Commando + SuperDan

Kannagi wrote:I'm not worried , all the collisions are tested.
I don't have a lot of CPU% (35-40%), so I'll have to pay attention to the rest for animation, AI / Pattern and bomb
You mean 60/65% of DMA time?, then these are too many KB's for animations/background there XD
by Señor Ventura
Sun Jun 09, 2019 6:20 am
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 11872

Re: My Project : Super Papi Commando + SuperDan

Thank you ! Yes that's a lot, I had to optimize a lot to display + collisions ;) I hope that I can finalize an internship to give an overview in real conditions. In fact, it was the problem with the gradius III: too much hit boxes for collisions. And look its perfomance (and it was the big konami w...
by Señor Ventura
Sat Jun 08, 2019 5:23 am
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 11872

Re: My Project : Super Papi Commando + SuperDan

100 bullets is a nightmare, good to see you working on that.

Good work! :D
by Señor Ventura
Wed Nov 21, 2018 3:34 am
Forum: SNESdev
Topic: where the "hires mode causes slowdown" myth comes from
Replies: 14
Views: 8182

Re: where the "hires mode causes slowdown" myth comes from

If an interlaced picture is scrolled vertically by a scanline per field (60 fps), then only the even scanlines or the odd scanlines of the picture will ever be visible. When SDTV was common, it was usual for viewers of basketball matches to see this sort of jagged artifact on the 3-point arc and th...
by Señor Ventura
Tue Nov 20, 2018 6:02 pm
Forum: SNESdev
Topic: where the "hires mode causes slowdown" myth comes from
Replies: 14
Views: 8182

Re: where the "hires mode causes slowdown" myth comes from

psycopathicteen wrote:I think they made it slow to avoid interlacing artifacts.
What kind of artifacts can occasionate that interlacing?.
by Señor Ventura
Tue Nov 20, 2018 3:46 pm
Forum: SNESdev
Topic: where the "hires mode causes slowdown" myth comes from
Replies: 14
Views: 8182

Re: where the "hires mode causes slowdown" myth comes from

Hires and interlace mode require more pixels, which incurs slowdown when loading these pixels into VRAM. Hires and 8-bit modes have fewer layers, which may cause an engine to have to fall back to software compositing (like Bust-A-Move and Zoop , which use 8-bit), which incurs slowdown. Interlace ha...
by Señor Ventura
Thu Nov 08, 2018 5:15 pm
Forum: SNESdev
Topic: Trying to use TILE LAYER PRO
Replies: 25
Views: 11995

Re: Trying to use TILE LAYER PRO

None of us in this thread knows what the OP is trying to do with his work. We don't know if he just wants colours from sprites or tiles to use on a web page, if he's trying to make graphics to display on the SNES natively, if he's trying to reproduce them for another console or to something on PC, ...