It is currently Sun Dec 17, 2017 8:32 pm

All times are UTC - 7 hours



Forum rules


Related:



Post new topic Reply to topic  [ 25 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 01, 2017 12:21 am 
Offline
User avatar

Joined: Thu Sep 15, 2016 6:29 am
Posts: 467
Location: Denmark (PAL)
Espozo wrote:
UnDisbeliever wrote:
I can barely see the tearing on my PAL SNES+CRT TV.

"It looks a lot better after it's been blurred out." :lol:


Three words: R, G and B.


Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 01, 2017 5:13 am 
Offline
User avatar

Joined: Wed Feb 13, 2008 9:10 am
Posts: 597
Location: Estonia, Rapla city (50 and 60Hz compatible :P)
RGB from SNES is kinda blurry, due to what seems like the DACs only being able to source current (transitions toward 5V are straight lines but towards GND they're gradual). 1chips apparently fix that. Still way less blurry than composhit, and no dot crawl artifacts lol

_________________
http://www.tmeeco.eu


Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 01, 2017 10:05 pm 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2433
Today I wasted time trying to make a double buffering system that start the next rotation frame directly after it gets done with the previous frame if it takes more than a frame to draw.

My big mistake was using a double buffer instead of a triple buffer.
:roll:


Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Wed May 10, 2017 8:46 am 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2433
Now that I got it running at practically 60 fps, I think I'll add scaling into the mix, but I have to rearrange the format again just to apply it.


Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 29, 2017 3:01 am 
Offline

Joined: Mon Jul 01, 2013 11:25 am
Posts: 228
Do you have a ROM demo of this ? :)


Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 29, 2017 7:41 am 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2433
Yeah


Attachments:
Alisha's Adventure.zip [106.81 KiB]
Downloaded 49 times
Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 29, 2017 9:24 am 
Offline

Joined: Mon Jul 01, 2013 11:25 am
Posts: 228
Thanks, just tested :) Definitely impressive, i wonder if you will be able to get a full game from it at some point :)


Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 29, 2017 9:25 am 
Offline
User avatar

Joined: Sat Jan 03, 2015 5:58 pm
Posts: 368
Location: ...
Looks great on bsnes, but black screen on hardware (3 attempts) and ZSNES.


Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 29, 2017 9:34 am 
Offline

Joined: Mon Mar 30, 2015 10:14 am
Posts: 206
impressive, i think there is some hardware init problems, it works fine on snes9x, but the music works only after a reset .
If you let some foes coming to the most left side and kill them, there is no slow down even with sprite rotation.

@psycopathicteen: Do you rotate the entire sprite or only the alf and use mirroring for the other half ??


Last edited by TOUKO on Mon May 29, 2017 11:14 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Rotating BIG sprites
PostPosted: Mon May 29, 2017 9:58 am 
Offline

Joined: Wed May 19, 2010 6:12 pm
Posts: 2433
I rotate the entire sprite.

I do notice some framerate drop with the rotating sprite when I let enemies follow me back.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 25 posts ]  Go to page Previous  1, 2

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group