Search found 100 matches

by Kannagi
Wed Jun 12, 2019 11:52 am
Forum: SNESdev
Topic: Collision Detection between 128 Objects?
Replies: 27
Views: 17816

Re: Collision Detection between 128 Objects?

@psycopathicteen I developed an engine for SNES with optimized function / macro ;) So I can easily make demos quickly ^^ Anyway, whatever the chosen algorithm, it would be necessary to sort quickly and well and to have only 8 elements on average to test for each object (or 16, but it will be necessa...
by Kannagi
Wed Jun 12, 2019 7:17 am
Forum: SNESdev
Topic: Collision Detection between 128 Objects?
Replies: 27
Views: 17816

Re: Collision Detection between 128 Objects?

Why do you want to do that? Well, I tried to do it because I had a free morning. On the other hand, you can not do this in a frame, on the SNES you have about 45000 cycles / frame (and about 5000 cycles for the VBlank). So I had to do the test on a lot of frame, so there's a little latency between t...
by Kannagi
Tue Jun 11, 2019 11:19 am
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 62028

Re: Fastrom patches?

So doing point / circle or rectangle / circle tests on SNES is not a good idea For my part I don't make grid, that the binary shift are numerous and make 100 * 4 binary shift and clearly not advisable. So in my case: 1) I always display my bullets and the same for their movement (I do not distinguis...
by Kannagi
Sun Jun 09, 2019 11:35 pm
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 12692

Re: My Project : Super Papi Commando + SuperDan

I finally integrate enemy collisions + explosion I now have to find an easy way to do the pattern + a level x) Screen: https://image.noelshack.com/fichiers/2019/24/1/1560148359-superdan2.png Video : https://www.youtube.com/watch?time_continue=2&v=_CmEH4isdjw (I think I'll soon reach the 128 sprite a...
by Kannagi
Sun Jun 09, 2019 12:56 pm
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 12692

Re: My Project : Super Papi Commando + SuperDan

No, I'm talking about CPU time without VBlank
For ROM / RAM-> VRAM transfers, I created a priority system that calculates the transfer rate to send or not during the VBlank (otherwise, it sends to the next frame, etc.)
by Kannagi
Sun Jun 09, 2019 7:08 am
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 12692

Re: My Project : Super Papi Commando + SuperDan

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
by Kannagi
Sat Jun 08, 2019 10:20 pm
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 12692

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.
by Kannagi
Fri Jun 07, 2019 9:28 am
Forum: SNESdev
Topic: My Project : Super Papi Commando + SuperDan
Replies: 14
Views: 12692

My Project : Super Papi Commando + SuperDan

Hi, I introduce my two current projects a bit For Super Papi Commando, it's a game on Mega Genesis by Vetea, and as we are friends, he asked me a portage of his game that I accepted. It is a Run and Gun. Screen test : https://image.noelshack.com/fichiers/2019/19/1/1557138686-superpapicommando-test.p...
by Kannagi
Sat Jan 14, 2017 1:00 am
Forum: General Stuff
Topic: Nintendo Switch Livestreem...
Replies: 75
Views: 26869

Re: Nintendo Switch Livestreem...

This is not a SNES dev forum ?

I say this because I come here, only to read / reply to the SNES dev and not to anything else.
by Kannagi
Wed Dec 28, 2016 3:09 am
Forum: SNESdev
Topic: Sound Engines for Homebrew
Replies: 14
Views: 4167

Re: Sound Engines for Homebrew

I am never tested but there are SnesMod and SnesGss.

I try to finish my audio driver too.
by Kannagi
Sat Dec 10, 2016 3:30 pm
Forum: SNESdev
Topic: Interest in "modern" SNES Development Hardware?
Replies: 153
Views: 34365

Re: Interest in "modern" SNES Development Hardware?

@ koitsu
I agree with what you're saying.
I want to emphasize that many would like to make a SNES game but assembler is scary.

For PNG / PCX / SNES conversions I get the impression that everyone uses their own tool :p
by Kannagi
Sat Dec 10, 2016 10:57 am
Forum: SNESdev
Topic: Interest in "modern" SNES Development Hardware?
Replies: 153
Views: 34365

Re: Interest in "modern" SNES Development Hardware?

You have an elitist vision. Sorry but not many people in 2016 (and soon 2017) mastered the assembly, and even more make a complex game in assembly. For that the SNES devellopement is very small. If there existed a compiler C + a library, there will be more programmer. This does not change anything f...
by Kannagi
Mon Nov 28, 2016 4:57 am
Forum: SNESdev
Topic: Hilda SNES Homebrew
Replies: 8
Views: 3271

Re: Hilda SNES Homebrew

The game is available here too: http://www.romhacking.net/homebrew/87/
The game is full of bug and it is unplayable.
by Kannagi
Sun Oct 30, 2016 4:03 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16023

Re: Project A-RPG

Yes of course, the final game will be with 2 character + 1 summon + 3 enemy. For cities / villages will be 2 character and 9 villagers. I want to avoid 3 player , in Secret of Mana the last character was often blocked by walls or other. For to fight I can not add more, I don't have enough palette fo...
by Kannagi
Thu Oct 27, 2016 5:33 am
Forum: SNESdev
Topic: Project A-RPG
Replies: 50
Views: 16023

Re: Project A-RPG

Sorry forgot the .sh.
If you want, I can e-mail you some feedback. I've already noticed some things about the code while attempting to document the format in its current state.
yes, you can email me ;)