Search found 221 matches

by creaothceann
Sat May 11, 2019 5:15 am
Forum: SNESdev
Topic: fullsnes - new SNES hardware specs
Replies: 65
Views: 50365

Re:

Lemmings 2 supports the super scope for shooting lemmings, but it does not appear to have software calibration. Whew, one more rare scope-game. Hmmmm, calibration... it seems to randomly add/subtract different offsets each time when starting the game... ah, got it! Works like so: When the game star...
by creaothceann
Mon Apr 29, 2019 2:59 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 22698

Re: How to show graphics on the screen?

93143 wrote:
creaothceann wrote:Create a 16*8 x Lines*8 picture, put your 8-bit tiles into it, and somehow convert it to a raw bitmap file (x*y / 2 bytes since it's 4bpp). Then include it into your source code.
Haven't you skipped a step?
:oops:
by creaothceann
Mon Apr 29, 2019 1:34 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 22698

Re: How to show graphics on the screen?

The entire scene can be made with exactly 20 8x8 tiles and 24 16x16 tiles for a total of 44 tiles. I have all the tiles individually saved as colormapped (indexed) PNG files with transparency . Put all the graphics into one picture, replace the transparent pixels by the same color by e.g. putting a...
by creaothceann
Sun Apr 28, 2019 1:41 pm
Forum: SNESdev
Topic: HD mode 7
Replies: 29
Views: 15507

Re: HD mode 7

Try a VM with an English Windows? Or a different account with an English display language.
by creaothceann
Fri Apr 26, 2019 7:43 pm
Forum: SNESdev
Topic: HD mode 7
Replies: 29
Views: 15507

Re: HD mode 7

by creaothceann
Thu Apr 18, 2019 4:10 pm
Forum: SNESdev
Topic: HD mode 7
Replies: 29
Views: 15507

Re: HD mode 7

I'm not familiar with this ... assumed Snes9X was the same kind of horizontal sampling precision increase. Can someone show me some examples of this versus bsnes' hires mode 7, and explain the technical details? SNES9x 1.42 has a bilinear Mode7 feature (in addition to its bilinear OpenGL output dri...
by creaothceann
Thu Apr 18, 2019 12:56 pm
Forum: SNESdev
Topic: HD mode 7
Replies: 29
Views: 15507

Re: HD mode 7

tepples wrote:But to get started on actually making the heuristics for splitting a mode 7 playfield into polygons, I'll first need some representative test data for both nice scenes and problematic ones (like HyperZone, Terranigma, and Super Castlevania IV)
And perhaps these.
by creaothceann
Tue Apr 16, 2019 10:40 pm
Forum: SNESdev
Topic: HD mode 7
Replies: 29
Views: 15507

Re: HD mode 7

Being perfectly honest, the underlying math of mode 7 never made the most sense to me. https://www.youtube.com/watch?v=3FVN_Ze7bzw https://www.youtube.com/watch?v=K7gWmdgXPgk ...easy, isn't it? /s EDIT: Math in the base of Mode 7 is very simple. It is based on six numbers - let's call them PA, PB, ...
by creaothceann
Fri Apr 12, 2019 1:29 pm
Forum: SNESdev
Topic: Tilemap/colormap from Super Mario World looks like garbage?
Replies: 13
Views: 7041

Re: Tilemap/colormap from Super Mario World looks like garba

Try using vSNES to look at ZSNES / SNES9x savestates. You can then also load the ROM and use the savestate's color palette to search for graphics in the ROM. There are games that don't compress them because they still fit into the designated ROM chips, or because they need to be loaded very quickly.
by creaothceann
Wed Apr 10, 2019 10:54 pm
Forum: SNESdev
Topic: Need help understanding how the Color Data Register works
Replies: 9
Views: 6096

Re: Need help understanding how the Color Data Register work

Why not have say $2122 and $2123 write to CGRAM, put the accumulator in 16-bit mode, and then only do a single write operation to send the color data? Is there an advantage to splitting it up into two writes? It might have simplified the chip design. Early consoles were all about reducing cost as m...
by creaothceann
Sun Apr 07, 2019 5:25 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 333
Views: 143300

Re: Mesen-S - SNES Emulator

More tests... - F-1 Grand Prix: as expected, flickering HUD during a race - Mouryou Senki Madara 2: intro text looks fine - Tetris Attack map screen in Vs. mode: looks fine - Timecop distortion of the ship in the intro: looks fine - SMW lvl 1-4: looks fine - Mega Lo Mania intro: shows a black line ...
by creaothceann
Sun Apr 07, 2019 4:34 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 333
Views: 143300

Re: Mesen-S - SNES Emulator

- DKC copy protection screen: doesn't appear any more - program disappearing from the Alt+Tab list when the key bindings window is open: doesn't happen on Windows 10 - World Class Service Super Nintendo Tester: seems like electronics test only fails when using Fast Forward? - Chrono Trigger time war...
by creaothceann
Fri Apr 05, 2019 1:29 am
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 333
Views: 143300

Re: Mesen-S - SNES Emulator

Regrettably I lost the message I received about it (I have trouble with organization.) "Only wimps use [...] backup: real men just upload their important stuff [...], and let the rest of the world mirror it" /s If this is true, it could be possible to safely DMA during HDMA on CPUr1 by including NO...
by creaothceann
Thu Apr 04, 2019 12:21 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 333
Views: 143300

Re: Mesen-S - SNES Emulator

There was some undefined behavior with the math registers. We might need to wait for Visual5A22 for that...
by creaothceann
Wed Apr 03, 2019 3:52 pm
Forum: SNESdev
Topic: Mesen-S - SNES Emulator
Replies: 333
Views: 143300

Re: Mesen-S - SNES Emulator

I'll keep it in mind and try to review that code eventually, but without a g-sync monitor it may be rather hard to fix (and I don't exactly want to buy a 300+$ monitor that I would never use again just to debug this :p) Not a problem, but other users might encounter it too. Might just be an issue o...