Search found 289 matches

by TOUKO
Mon Jul 02, 2018 10:31 am
Forum: SNESdev
Topic: Doing 14x16 square tiles is possible
Replies: 13
Views: 4981

Re: Doing 14x16 square tiles is possible

With mode 7 you are also limited to 256 tiles .
by TOUKO
Mon Jul 02, 2018 5:31 am
Forum: SNESdev
Topic: Doing 14x16 square tiles is possible
Replies: 13
Views: 4981

Re: Doing 14x16 square tiles is possible

psycopathicteen wrote:
FrankenGraphics wrote:Maybe to counter wide pixels?
Exactly.
Ok, but is it not a bit overkill to sacrifice a layer for that ?
by TOUKO
Mon Jul 02, 2018 12:20 am
Forum: SNESdev
Topic: Doing 14x16 square tiles is possible
Replies: 13
Views: 4981

Re: Doing 14x16 square tiles is possible

Bregalad wrote:And why in the world would you want to do this instead of 16x16 ?
Same here, i don't see the usefulness of that,except saying "you can" .
by TOUKO
Sat Jun 30, 2018 9:09 am
Forum: SNESdev
Topic: Dracula X's fire effect
Replies: 6
Views: 4279

Re: Dracula X's fire effect

i did this fire effect on pecengine .

https://www.youtube.com/watch?v=qsSsNe3RfSk
by TOUKO
Tue Jun 12, 2018 12:33 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

Nope, still not seeing it. I really think it's a combination of choppy sprite animation and poor video sync. Look at the Slug's machine gun; it doesn't change its fire rate at all. The example was for the boss part, few seconds later !! :D The saturn version seems to slow down even more, but i don'...
by TOUKO
Mon Jun 11, 2018 11:34 pm
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

I'm not seeing it. A quick example . https://www.youtube.com/watch?v=34sU5DVIGMM&t=137s Yeah, choppy sprite animation No it's not really a question of choppy animations, all seem slower, maybe it's the video,or it's because the psx is emulated here i don't know . But i agree MSx seems a way better ...
by TOUKO
Mon Jun 11, 2018 2:07 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

It's purely a memory issue, Not only, there is less sprites on screen and it slow down a lot too and seems less fluid overall. You can have all the ROM space you want, if you are not able to transfer all the datas and manage all the sprites/collisions needed, it's a pure waste,that's my point :wink...
by TOUKO
Sun Jun 10, 2018 2:34 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

Which was my point, in opposition to TOUKO who seemed to be maintaining that the choppy animation in the PSX version somehow indicated that the game would be even worse on SNES. Yes because when i read all the comments here, you all seem to think that DMA bandwidth is the only problem to solve to d...
by TOUKO
Tue May 29, 2018 7:33 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

But you haven't demonstrated that You're right, but i have a little bit of experience and i continue to think it's not so trivial and the guy who is going to do a MS conversion is going to shit pounded glass because of transferts,but like you, maybe i'am wrong :wink: It can't be 100%, because the S...
by TOUKO
Tue May 29, 2018 12:16 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

the PSX version tells us nothing about the feasibility of a 16-bit port. I am not saying it's not feasible, but you have to do an heavy butchering . The real question is, at what level of fidelity is this possible ? Look further in the first level for example, you 'll see the amount of animations a...
by TOUKO
Mon May 28, 2018 10:24 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

It seems that the only possible bottleneck is system RAM Of course it is,and as you can see, even with 24Mb of RAM(main+VRAM) the loadings are frequent(we can conclude there is a lot of VRAM transferts),so if you can have the benefit of a cartridge speed, you are inevitably limited by the amount of...
by TOUKO
Mon May 28, 2018 12:33 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

It's not immediately obvious Yeah, i really saw the big difference when i launched the NG version directly after . and the fact that there are loading pauses suggests that it's RAM-bound, Yes, but with main RAM and video RAM the PSX has 24 Mb of RAM (i do not count audio RAM), and even with his pow...
by TOUKO
Sun May 27, 2018 5:29 am
Forum: Other Retro Dev
Topic: How well can Metal Slug backgrounds be recreated with tiles?
Replies: 113
Views: 51460

Re: How well can Metal Slug backgrounds be recreated with ti

By contrast, a SNES with an S-DD1 Yes with this configuration you can have a very large cartridge ,with a strong hardware decompression,but there is another problem, it's the DMA budget as you noticed ,the psx is way more powerful than any 16 bit home systems,and lack many animations and other stuf...
by TOUKO
Fri May 25, 2018 11:53 am
Forum: General Stuff
Topic: Was ARM originally cheaper than 68000?
Replies: 82
Views: 18450

Re: Was ARM originally cheaper than 68000?

RISC chips have gradually turned into CRISC chips, in large part due to code density issues.
I do not agree, this is more because the RISC CPUs have a hard time having a high frequency due largely to his reduced pipeline.