Why no SNES homebrew scene?

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Señor Ventura
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Re: Why no SNES homebrew scene?

Post by Señor Ventura » Fri Nov 27, 2020 12:05 pm

psycopathicteen wrote:
Fri Nov 27, 2020 9:02 am
Wait, you're hacking Art of Fighter 2 to make it look more like the original game? That's pretty impressive. How did it do the sprite scaling?
I'm so busy right now, and i have much to learn before it can be a real fact, but i pretend to do something with this game in some moment.

My intention is to start the process within the two next years, and first there are many things to do before i can begin with it.

secondsun
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Re: Why no SNES homebrew scene?

Post by secondsun » Fri Nov 27, 2020 12:29 pm

psycopathicteen wrote:
Fri Nov 27, 2020 9:02 am

Wait, you're hacking Art of Fighter 2 to make it look more like the original game? That's pretty impressive. How did it do the sprite scaling?
The fighters' sprite tiles are, unscaled, 16x16. The SNES updates their positions so they overlap slightly which makes the fighter smaller on screen. It is still drawing 16x16 tiles, but the tiles are ordered and aligned so that their overdraw looks more like scaling and less like a glitchy mess. If you run with Mesen-S you can watch these values update in the "Sprite Viewer".

The backgrounds were scaled with Mode 7.

Maxwelthuthu
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Re: Why no SNES homebrew scene?

Post by Maxwelthuthu » Fri Nov 27, 2020 3:20 pm

Is like that, but removing some pixels in real time so you don't get some glitchy graphics caused by the overlapping.

Image

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dougeff
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Re: Why no SNES homebrew scene?

Post by dougeff » Fri Nov 27, 2020 3:20 pm

cool. Nice idea.
nesdoug.com -- blog/tutorial on programming for the NES

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Nikku4211
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Re: Why no SNES homebrew scene?

Post by Nikku4211 » Fri Nov 27, 2020 4:08 pm

Maxwelthuthu wrote:
Fri Nov 27, 2020 3:20 pm
Is like that, but removing some pixels in real time so you don't get some glitchy graphics caused by the overlapping.

Image
Removing pixels in real time, huh? How does that work?
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

psycopathicteen
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Re: Why no SNES homebrew scene?

Post by psycopathicteen » Fri Nov 27, 2020 5:13 pm

I think it would sort out the sprites by Y position.

Maxwelthuthu
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Re: Why no SNES homebrew scene?

Post by Maxwelthuthu » Fri Nov 27, 2020 5:16 pm

Nikku4211 wrote:
Fri Nov 27, 2020 4:08 pm

Removing pixels in real time, huh? How does that work?
Looks like it removes 2 lines of pixels horizontally and vertically for every 16x16 tile.
Image

psycopathicteen
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Re: Why no SNES homebrew scene?

Post by psycopathicteen » Fri Nov 27, 2020 6:50 pm

Hey, it actually is doing CPU scaling. That is pretty cool.

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Señor Ventura
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Re: Why no SNES homebrew scene?

Post by Señor Ventura » Fri Nov 27, 2020 7:05 pm

psycopathicteen wrote:
Fri Nov 27, 2020 9:02 am
How did it do the sprite scaling?
Sorry, i didn't read the question ^^u

You have been answered already, the sprites are some kind of "redrawn", and another games uses other forms to carry out.

Here you can see an example about revolution x, the sprites here seems to be simply piled up (take a look on that "88" near the tail of the chopter).

Image

psycopathicteen
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Re: Why no SNES homebrew scene?

Post by psycopathicteen » Wed Dec 02, 2020 10:16 am

Now I can't unnotice it.

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Nikku4211
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Re: Why no SNES homebrew scene?

Post by Nikku4211 » Wed Dec 02, 2020 10:42 am

Señor Ventura wrote:
Fri Nov 27, 2020 7:05 pm
You have been answered already, the sprites are some kind of "redrawn", and another games uses other forms to carry out.

Here you can see an example about revolution x, the sprites here seems to be simply piled up (take a look on that "88" near the tail of the chopter).

Image
Honestly, it still looks like a rudimentary form of sprite scaling. I still have to look really hard at that just to notice the sprites are just compacting together.

And even then, it still looks similar to legitimate sprite scaling algorithms that don't have any interpolation at all.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

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