Search found 101 matches

by smkd
Thu Oct 07, 2010 6:55 pm
Forum: General Stuff
Topic: smwcentral doesn't make any sense
Replies: 52
Views: 12291

The mass of contributors and contributions clearly show that "self-serving" is not what the site is all about. The supposed double standard is all in your head as implied by my previous post. That and, yeah, trying to justify selfish behaviour just by citing other members doing the same thing is a p...
by smkd
Thu Oct 07, 2010 2:20 am
Forum: SNESdev
Topic: Alternate application of SuperFX
Replies: 14
Views: 4701

Are you sure StarFox ran at 20fps??? IIRC, it was more like ~15fps with nothing onscreen, and at times felt like 10fps or less. Oh no, it ran terribly like you say. I am just considering a more ideal situation. If this hypothetical GalaxyForce-like game ran at 20FPS with the borders and such. I'm n...
by smkd
Wed Oct 06, 2010 10:06 pm
Forum: SNESdev
Topic: Alternate application of SuperFX
Replies: 14
Views: 4701

Alternate application of SuperFX

I think it was TmEE who brought up that Galaxy Force was ported to the Genesis at some point. That's really surprising considering you'd need a coprocessor on the cart to get something that actually resembles the original arcade release. After checking it out, it looks about as lame as I expected. I...
by smkd
Wed Oct 06, 2010 9:54 pm
Forum: General Stuff
Topic: smwcentral doesn't make any sense
Replies: 52
Views: 12291

Incorrect technical documents? For aslong as I've known about Anomie's regs.txt that is what I've referred people to or cited (the entirety of my stay at SMWC). You should always check multiple sources (romhacking.net is nice for this) and try different things yourself if something doesn't seem to b...
by smkd
Thu Sep 02, 2010 4:23 pm
Forum: SNESdev
Topic: Advice for an aspiring homebrewer?
Replies: 24
Views: 9286

I find it hard to beleive that SMW hacking is so popular, when it has the reputation of being limited and sloppy. That's one of the reasons it is so popular. It's rewarding replacing the sloppy and limited parts of the original game with faster/more flexible. The are many patches which either add f...
by smkd
Wed Sep 01, 2010 9:29 pm
Forum: SNESdev
Topic: Advice for an aspiring homebrewer?
Replies: 24
Views: 9286

Well, I wasn't planning on copying a ton of code from SMW, partly because it's known for being a fairly inefficient game and partly because I'd like to do things my own way. But that's about the only game whose source code I've studied much. You can get a few ideas from how they laid things out, bu...
by smkd
Fri Aug 27, 2010 10:42 pm
Forum: SNESdev
Topic: MD vs. SNES: FM vs. PCM
Replies: 77
Views: 22613

The Z80 will give a tiny hit, its about 5% when Z80 does about 100KB/sec ROM access while 68K runs. There's first come, first serve principle, whoever makes the access first gets it and makes other wait. Luckily 68K does one memory access every 2nd cycle in tightest case, and Z80 can use that one u...
by smkd
Wed Aug 25, 2010 4:25 am
Forum: SNESdev
Topic: MD vs. SNES: FM vs. PCM
Replies: 77
Views: 22613

May aswell ask this since I don't really tinker with MD audio: @TmEE: Is there a noticable performance hit on 68k when Z80 frequently accesses cart ROM for sound samples? From what I read before, Z80 gets priority on ROM and 68k is halted by bus arbiter on every Z80 access (unless DMA is running at ...
by smkd
Tue Aug 24, 2010 11:30 pm
Forum: SNESdev
Topic: MD vs. SNES: FM vs. PCM
Replies: 77
Views: 22613

I agree that MD songs sound more "bleepy" and SNES songs more realistic, but is that always a good thing? I don't mind either sort, aslong as one doesn't try to imitate the other. The MD library had far too much of this poor imitation using FM and is probably the #1 reason I don't care for most of ...
by smkd
Mon Aug 23, 2010 1:07 am
Forum: SNESdev
Topic: MD vs. SNES: FM vs. PCM
Replies: 77
Views: 22613

Regarding MD vs. SNES : My personal preference is that in the hands of an AAA musician, SNES sound > MD sound but I think both sound fantastic when properly applied. http://www.youtube.com/watch?v=OUwg-n1GgOo I wouldn't mind hearing that out of an MD port. I like the SNES one a little better (trumpe...
by smkd
Sat Aug 21, 2010 8:07 pm
Forum: SNESdev
Topic: MD vs. SNES
Replies: 109
Views: 29344

Taking into account the costs/limits of when the system was commercially viable (like expensive FastROM) makes for a fairer comparison. ]The SNES obviously isn't pathetically slow to some point where it can't do anything. But I do think it's quite fair to say on the SNES you don't have as much cpu t...
by smkd
Fri Aug 20, 2010 5:33 pm
Forum: SNESdev
Topic: MD vs. SNES
Replies: 109
Views: 29344

The 400bits of on-chip VSRAM could've gone towards another color palette instead. It's most of what another set of 64 colors would cost. I've no idea why they thought of adding vertical offset-per-tile before addressing the horrible color palette.
by smkd
Sat Aug 14, 2010 8:10 pm
Forum: SNESdev
Topic: MD vs. SNES
Replies: 109
Views: 29344

I thought this initially two but you can easily get around this without adding more bits to the nametables or sprites. Simply have more Color RAM, and registers that control which palette various layers use. Even if it was as simple as just giving the sprites their separate set of 64 colors it woul...
by smkd
Wed Aug 11, 2010 3:11 am
Forum: SNESdev
Topic: Snes special chips
Replies: 11
Views: 5079

I forgot the name of the game but there's this Japanese shmup authoring game with 1Mbit SRAM, although it's a regular cart. I think that's as big as it got for regular SNES titles. edit: forgot to add that the manual (yeah I know) listed an SRAM bank select for SRAM, atleast that's what I remember. ...
by smkd
Thu Jul 29, 2010 11:38 am
Forum: NESdev
Topic: Modularity/File Size vs. Efficiency
Replies: 55
Views: 12679

I'm the kind that optimizes a lot while planning, so I usually don't have to tweak the code much. A side effect of that is that it takes longer for me to see results compared to someone that codes things the straightforward way to optimize later. I aim to do this too, unless it's a very complicated...