Search found 289 matches

by TOUKO
Mon Apr 23, 2018 7:58 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 111603

Re: Why no SNES homebrew scene?

Of course ,the snes is obviously designed for that purpose, and this is why i develop only for SGX now,because of that(not only, but in part) . But when you do an adaptation, you sometimes do not need parallaxes because the original game has no parallax, art of fighting neogeo is an example which co...
by TOUKO
Mon Apr 23, 2018 7:42 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 111603

Re: Why no SNES homebrew scene?

Based on this post by tomaitheous, I was under the impression it had all three of 5.37, 7.16, and 10.74 MHz modes. But consider the context to which I was replying: No problem, the 10.76 mhz is often forgoten :wink: Then I'll qualify: Every 16-bit game that is side-view and not flip-screen has to h...
by TOUKO
Mon Apr 23, 2018 5:02 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 111603

Re: Why no SNES homebrew scene?

it's a true hi-res mode,it's not like the snes one. I can't wait for @koitsu 's response to this comment. I don't know how to call it with sprites which still in low-res . ^Used for superimposing "sfx" graphics, whatever that means. Usually 0. Not much is known about this bit. Interestingly, the SP...
by TOUKO
Mon Apr 23, 2018 3:23 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 111603

Re: Why no SNES homebrew scene?

How well does the manual interlace mode on the PC Engine work? There is no interlaced mode on PCE,you can fake him (if is that you mean by manual) but IMO is unusable out of a demo . Chris covell did it in his fractal demo, but i think is a simple screen switch technique (each frame you change the ...
by TOUKO
Mon Apr 23, 2018 1:51 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 111603

Re: Why no SNES homebrew scene?

What's this supposed to mean? The BG modes are true high-resolution on SNES; they're not blended except by the fact that period CRTs tended to not be super sharp This means that unlike the snes, PCE sprites are also affected by the dotclock ,not only the background tiles ,plus it seems that you can...
by TOUKO
Mon Apr 23, 2018 12:52 am
Forum: General Stuff
Topic: Was ARM originally cheaper than 68000?
Replies: 82
Views: 18450

Re: Was ARM originally cheaper than 68000?

I saw a video on YouTube from computerphile, where one of the guys who invented the ARM cpu said back in 1986 their CPU was cheaper than the 68000 and the 80368 because of the RISC architecture. If this is the case, what took them so long to catch on? Was ARM unavailable in Japan at the time? Did t...
by TOUKO
Mon Apr 23, 2018 12:26 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 111603

Re: Why no SNES homebrew scene?

I don't know about the TG16 thing, because one of the first rules pseudo-8-bit games break is the single scrolling background layer, and the TG16 could only fake a second layer using sprites. I've seen many games that could slmost pass for NES games, if it weren't for the background parallax layer....
by TOUKO
Mon Apr 23, 2018 12:12 am
Forum: General Stuff
Topic: Favorite Linux Distros
Replies: 36
Views: 8800

Re: Favorite Linux Distros

For now i am using mint, a really good distro, it's based on ubuntu .
https://linuxmint.com/
by TOUKO
Thu Mar 29, 2018 5:29 am
Forum: Other Retro Dev
Topic: PC Engine waveform channel updates
Replies: 8
Views: 18227

Re: PC Engine waveform channel updates

You reset the waveform pointer like that : // First you must select the voice number lda #%010_00000 sta $0804 stz $0804 When bit 6 goes from 1 to 0 the pointer is reseted and when you feed the buffer with the new waveform it start at 0 up to 31 and not at the current waveform pointer position .
by TOUKO
Thu Mar 29, 2018 1:05 am
Forum: Other Retro Dev
Topic: PC Engine waveform channel updates
Replies: 8
Views: 18227

Re: PC Engine waveform channel updates

the waveform data can only be updated when the channel is disabled. You must use timer interrupt for that,and it's definitively not trivial as it rely on the sound frequency . The channel is off only when you are updating the new waveform, and switched ON after that,but you're limited on the freque...
by TOUKO
Fri Mar 23, 2018 4:44 am
Forum: General Stuff
Topic: Battle Kid available for free now
Replies: 9
Views: 3649

Re: Battle Kid available for free now

DRW wrote:Here's a video of a kid battling another. It can be watched for free:
http://www.youtube.com/watch?v=Nsh0lB1dUx8
:mrgreen:
by TOUKO
Thu Mar 22, 2018 3:14 am
Forum: SNESdev
Topic: Possible to DMA large amounts of data during vblank?
Replies: 8
Views: 4215

Re: Possible to DMA large amounts of data during vblank?

I had too write a lot of code just to get sprites to animate automatically without black bars. My game incorporates an animation frame delay feature if not all animated sprites can be updated on time. It even checks for duplicates, so if there are 4 animation frames of explosions but 20 explosion s...
by TOUKO
Tue Mar 20, 2018 1:49 pm
Forum: SNESdev
Topic: No hype for Sydney Hunter?
Replies: 27
Views: 11369

Re: No hype for Sydney Hunter?

A Md version is currently developed by alekmaul.
by TOUKO
Fri Mar 09, 2018 1:46 am
Forum: General Stuff
Topic: I deleted my youtube acount
Replies: 33
Views: 12788

Re: I deleted my youtube acount

Like koitsu said, you must split your personal/dev YT videos in 2 YT channels .
Your snes channel was really good with some great demos .
by TOUKO
Mon Feb 05, 2018 4:21 am
Forum: SNESdev
Topic: "TwistIT", a small demo/intro
Replies: 30
Views: 8904

Re: "TwistIT", a small demo/intro

I like it, a little bit short but cool,and show some interesting effects . We all know the main problem with producing 3D on the SNES though, is having to convert the framebuffer to the SNES graphics format once the frame is done, unless you can find a way to render unshaded polygons on a framebuffe...