Search found 233 matches
- Sat Feb 24, 2024 11:07 am
- Forum: SNESdev
- Topic: Question about SNES object priority rotation feature
- Replies: 6
- Views: 335
Re: Question about SNES object priority rotation feature
I don't know if i'm understanding well, but in every case that you overpass 32 sprites or 34 slivers of sprites per scanline, the ppu starts to not draw sprites, begin for the first priority one, although you could do it from software starting from the last one. But, at the end, the only "tric...
- Sat Feb 24, 2024 11:03 am
- Forum: SNESdev
- Topic: Two separate moving objects out of one background?
- Replies: 23
- Views: 1775
Re: Two separate moving objects out of one background?
The direction of the scroll movements is irrelevant. The important part is the axis of the split, the dividing line between the two regions. Remember that each frame is drawn scanline-by-scanline, in order from top to bottom. In this case, you have two screen elements (the HUD and the clouds) scrol...
- Sat Feb 24, 2024 10:44 am
- Forum: SNESdev
- Topic: Question about SNES object priority rotation feature
- Replies: 6
- Views: 335
Re: Question about SNES object priority rotation feature
I don't know if i'm understanding well, but in every case that you overpass 32 sprites or 34 slivers of sprites per scanline, the ppu starts to not draw sprites, begin for the first priority one, although you could do it from software starting from the last one. But, at the end, the only "trick...
- Mon Feb 12, 2024 4:16 pm
- Forum: SNESdev
- Topic: Two separate moving objects out of one background?
- Replies: 23
- Views: 1775
Re: Two separate moving objects out of one background?
Yeah, that's easy. It's a horizontal split, with the graphics vertically separated. That type of raster effect is trivial on SNES; you only have to change scroll once, during HBlank. The boardwalk at the bottom of the screen is the same; it's drawn in perspective and uses scroll changes to produce ...
- Sat Feb 10, 2024 8:46 am
- Forum: SNESdev
- Topic: Two separate moving objects out of one background?
- Replies: 23
- Views: 1775
Re: Two separate moving objects out of one background?
Here you have the HUD and the clouds being part of the same exact background, and these are moving horizontally and vertically separatedly. For sure you can't overlap both "graphics", but clearly are moving in a separate ways in all directions. https://j.gifs.com/jqE00R.gif https://image.i...
- Sat Feb 03, 2024 11:29 am
- Forum: SNESdev
- Topic: Trying to make the backmost sprites drop out first.
- Replies: 42
- Views: 2509
Re: Trying to make the backmost sprites drop out first.
I think I can guess why Nintendo designed it like this. Since Mode 7 can't coexist with any other BG layers (other than itself; see EXTBG), if you want a Mode 7 level or boss with a backdrop that doesn't track the foreground (like it does in Mohawk & Headphone Jack), the backdrop has to be spri...
- Fri Oct 06, 2023 3:02 pm
- Forum: SNESdev
- Topic: How to upload a sound engine to the SPC700
- Replies: 3
- Views: 1825
- Mon Jun 26, 2023 5:59 pm
- Forum: SNESdev
- Topic: What about cpu usage with modes 5 and 6?
- Replies: 5
- Views: 1471
Re: What about cpu usage with modes 5 and 6?
That's not how that works. You don't "scan every scanline" to manage hitboxes. That's the whole point of hitboxes - you just iterate through all the pairs of hitboxes that can possibly interact, and see if they overlap. It's got nothing to do with the display at all. Sorry, i wasn't using...
- Mon Jun 26, 2023 2:59 pm
- Forum: SNESdev
- Topic: What about cpu usage with modes 5 and 6?
- Replies: 5
- Views: 1471
Re: What about cpu usage with modes 5 and 6?
The thing is, scanning every scanline to detect hit boxes, the only thing that matters here is the sprite field, right?.
In a 512x224 mode, the cpu only reads 256x224 to do its tasks.
- Mon Jun 26, 2023 10:04 am
- Forum: SNESdev
- Topic: What about cpu usage with modes 5 and 6?
- Replies: 5
- Views: 1471
What about cpu usage with modes 5 and 6?
Greetings. I was wondering about the atypical resolution using modes 5 and 6, in wich sprites are 256x224, and backgrounds are 512x224. The ppu is drawing 512 pixels, but the sprites field is keeped appart, so, the cpu in terms of processing effort is equal to the standard 256x224 modes (DMA time ap...
- Wed Feb 01, 2023 6:44 pm
- Forum: SNESdev
- Topic: New tutorials for SNES - Learning the SNES via the Classics
- Replies: 6
- Views: 1796
Re: New tutorials for SNES - Learning the SNES via the Classics
I aim to do the "Classic games" at least to some Programmer art level, then main polish them up a bit with "SNES effects" latter. First port though is Hello World which is mostly, how to get init the SNES and get chars on the screen. https://github.com/oziphantom/ElementsSnesEng...
- Wed Feb 01, 2023 6:27 pm
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 257
- Views: 102331
Re: SNES Doom Source Released! Now What?
The music in SNES Doom was likely automatically converted from .MUS files, hence the strange sounding timing of the music, as the sound driver likely can't handle the precise timing of the MUS format. That doesn't explain why the sound effects have such horrific timing. Watch this fight , and then ...
- Mon Jan 30, 2023 11:39 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 257
- Views: 102331
Re: SNES Doom Source Released! Now What?
The PPU is not programmable. It does what it does. You can poke registers to change settings, but ultimately it's fixed-function hardware. What you are describing is hardware sprites, and there are only 128 of them. I need more. I was thinking something more... procedural... but i didn't think abou...
- Sun Jan 29, 2023 10:00 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 257
- Views: 102331
Re: SNES Doom Source Released! Now What?
Yes, and yes. The "way to draw transferring only the coordinates with the tile of the bullet already in the VRAM" is how hardware sprites work. You put the parameters and coordinates in OAM (Object Attribute Memory), and the PPU will draw the specified graphic from VRAM at the specified c...
- Sun Jan 29, 2023 6:53 am
- Forum: SNESdev
- Topic: SNES Doom Source Released! Now What?
- Replies: 257
- Views: 102331
Re: SNES Doom Source Released! Now What?
the game I'm porting Do is your game a port? I'll leave you to guess. It seemed to me you mentioned something like that, but i think yor work is new... Yes. More bullets than the SNES could handle as hardware sprites, even if there were nothing else onscreen. Hence the Super FX, to draw them in sof...