Search found 101 matches

by smkd
Sat Jul 24, 2010 9:38 pm
Forum: SNESdev
Topic: silly little rotation effect
Replies: 25
Views: 12165

tepples wrote:Slow it down and it'd be a nice effect for a level on a ship.
Like Puggsy demonstrates. although the vertical 16 pixel columns are pretty noticable it still looks pretty good in motion. 8 pixel columns on the SNES would look much nicer.
by smkd
Thu Jul 22, 2010 8:41 am
Forum: SNESdev
Topic: SPC700 Music
Replies: 36
Views: 13098

3) Lack of development tools. As I understand it, there are a limited number of SPC700 assemblers, and the only way to test your music is to assemble it into a .SMC or equivalent and try on an emulator (or SNES/SFC via copier (e.g. SWC DX)), Since this is a decent place to ask, are there any viable...
by smkd
Tue Jul 20, 2010 11:58 am
Forum: General Stuff
Topic: How fast of a cpu is needed to rotate sprites in realtime?
Replies: 11
Views: 3187

This method takes approximately 30 cycles per pixel, without planar conversion. That's 3,600,000 / 60 / 30 = 2,000 pixels or almost 2 32x32 sprites. Too bad Super Nintendo uses planar mapping, and would take a little longer. you'll get much less than 2k pixels after bitplane conversion and all thos...
by smkd
Tue Jul 13, 2010 9:18 am
Forum: SNESdev
Topic: sd2snes
Replies: 102
Views: 45286

I had no idea MSU-1 support was planned for this. would love to see that stuff running on a real system. Even if it was just audio.
by smkd
Sun Jun 13, 2010 5:29 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 16386

I know WHY they cut corners, I asked WHAT corners do they cut? Yes, I get it, programmers don't spend time optimizing their codes, but intentionally slowing your codes down doesn't make the clock in your office run backwards either? Making modular / reusable code would probably be the aim of a team...
by smkd
Sat Jun 12, 2010 9:09 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 16386

I can't wait until the day I can shout "the Super Nintendo's cpu is so dang fast!" without some jerk asking me for "citation needed." I'm sure every programmer here knows the S-CPU is capable is plenty, especially if the homebrew programmer is not bound by the limitations of a commercial developer ...
by smkd
Tue Jun 08, 2010 6:05 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 16386

yeah I missed the '30hz' bit of your post. Both CT and lunar.sfc are 20hz.
by smkd
Tue Jun 08, 2010 2:27 am
Forum: SNESdev
Topic: HVCMODE Pin???
Replies: 59
Views: 16386

cool thread. The 128K VRAM capacity explains those unused upper bits from the registers that select where tiles/tilemaps are, but there doesn't seem to be anything obvious for how the DSP would access 128K samples. Would've been nice if the SPC had it's own little bank of memory to itself and the DS...
by smkd
Fri Jun 04, 2010 4:06 am
Forum: General Stuff
Topic: Why did liscense developers always have over-inflated egos?
Replies: 21
Views: 5446

For games within the genre, Contra III and Super Turrican are held very highly. Almost all SNES fans are familiar with these and the former is easily a personal favourite. On hard mode, it's quite challenging and requires decent precision to get through unharmed. Those are just two popular ones (in ...
by smkd
Wed Jun 02, 2010 8:53 pm
Forum: General Stuff
Topic: Why did liscense developers always have over-inflated egos?
Replies: 21
Views: 5446

Is this topic about developers having big egos, or was it just a carefully constructed trap to have someone say what you wanted so you could jump to a tangent about a person who hurt your feelings? The OP is otherwise known as "dragonboy". Some who browses smwcentral.net or sega16 will know this gu...
by smkd
Mon Dec 28, 2009 12:12 am
Forum: SNESdev
Topic: sd2snes
Replies: 102
Views: 45286

Frankly I did not pay too much attention to cost. I don't have the guts nor time for commercial distribution anyway; being in Germany only makes it harder, with a f*ckton of regulations to meet. I do intend to release the source and gerber files at some point. (GNU GPL or similar) that's a shame, I...
by smkd
Mon Dec 07, 2009 9:52 pm
Forum: SNESdev
Topic: sd2snes
Replies: 102
Views: 45286

I wouldn't mind waiting 15 seconds to load a 32mbit ROM if that means anything. Atleast when I play Mario Kart or some hack of it, it would only be a couple seconds waiting with no need for donor DSP-1 chip. I still have to import a NTSC deck though.. SRAM cost is clearly going to be killer (hope yo...
by smkd
Mon Dec 07, 2009 8:20 am
Forum: SNESdev
Topic: sd2snes
Replies: 102
Views: 45286

There's a 200kgate Spartan 3 on the board which can be replaced by its pin compatible 400kgate variant, which should be sufficient for chip emulation. DSP-1 emulation. nice. Bonus points for the SD card interface. How long does it take games to load? Say, what is the figure on a 32mbit ROM? Looks t...
by smkd
Fri Dec 04, 2009 5:11 am
Forum: SNESdev
Topic: SNES Code Visualiser
Replies: 6
Views: 3977

wow, active F-Zero hacker. I gave up on my editor because I knew barely anyone would ever use it. I liked making it but I was working towards a fruitless end result. Atleast Fuzee guy came in to save the day, his ended up being more usable then mine would've been. About the feature, yeah it seems ni...
by smkd
Fri Dec 04, 2009 5:05 am
Forum: SNESdev
Topic: video roms
Replies: 94
Views: 34448

Great glad you like it. And thanks MottZilla I was thinking the ROM would be immediately shunned because of the whole 64MB deal, but realistically there'd be no way to show off the quality of video/audio the SNES can push without giving it a better mapper. You can't push the SNES with this by sticki...