Introducing the VeriSNES (FPGA-based SNES)

Discussion of hardware and software development for Super NES and Super Famicom.

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Kismet
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by Kismet » Mon Dec 05, 2016 1:55 am

jwdonal wrote:H/V tile flipping has been implemented - here is a screenshot (no flipping, H-flip only, H&V-flip). Only took about 2min to do. Probably should have done it before I made the last video. Lol. ><
But then we wouldn't get to see how the PPU actually works, which I think is what that video demonstrates.
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jwdonal
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by jwdonal » Mon Dec 05, 2016 2:07 am

Kismet wrote:But then we wouldn't get to see how the PPU actually works, which I think is what that video demonstrates.
Agree.

mic_
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by mic_ » Mon Dec 05, 2016 3:23 am

Nice to see that my old SNES stuff came to some use. The scrolltext in the VGM player uses 16x16 pixel tiles (with BG0's tile size being changed mid-screen using HDMA), but I guess you already knew that.

Also, cool project. I certainly hope that this could eventually lead to something like the AVS, even if it's someone else doing the productification.

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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by jwdonal » Mon Dec 05, 2016 3:26 am

mic_ wrote:Nice to see that my old SNES stuff came to some use. The scrolltext in the VGM player uses 16x16 pixel tiles (with BG0's tile size being changed mid-screen using HDMA), but I guess you already knew that.
Nope, didn't know that. Now I know what feature I'm missing for it. Thanks!

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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by getafixx » Mon Dec 05, 2016 11:55 am

Awesome progress so far! I'm really excited to see how things go with this, especially once you've got sprites implemented.

Keep up the good work!

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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by jwdonal » Mon Dec 12, 2016 1:36 pm

Here's the latest progress update: https://www.youtube.com/watch?v=6yXCgfyMJZo

In this update:
- Background Modes 0-5
- Coarse/Fine Vertical Scrolling
- Coarse Horizontal Scrolling
- 2/4-Screen Mirroring

Enjoy!

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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by jwdonal » Fri Dec 16, 2016 12:19 am

Here's the latest progress update. Short video - demos the addition of fine horizontal scrolling.

https://www.youtube.com/watch?v=26N--5H1PM0

Kismet
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by Kismet » Fri Dec 16, 2016 2:39 am

jwdonal wrote:Here's the latest progress update. Short video - demos the addition of fine horizontal scrolling.

https://www.youtube.com/watch?v=26N--5H1PM0
It is really interesting how the fine scrolling is used for wavy effects.
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by jwdonal » Sat Dec 17, 2016 12:21 am

Here's a new timelapse video of implementing background modes 0/1.

https://www.youtube.com/watch?v=fTSo530DxGE

This will probably be my last timelapse video for the VeriSNES. While they're pretty cool (at least I think anyway) they're kind of a hassle and I'd rather spend the extra time writing code than producing timelapse videos. Heh.

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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by tomaitheous » Sat Dec 17, 2016 8:33 am

Kismet wrote:
jwdonal wrote:Here's the latest progress update. Short video - demos the addition of fine horizontal scrolling.

https://www.youtube.com/watch?v=26N--5H1PM0
It is really interesting how the fine scrolling is used for wavy effects.
You've never done wavy effects on a raster based console before?
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jwdonal
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by jwdonal » Thu Dec 22, 2016 1:04 am

Here's another video - subscreens and brightness control:
https://youtu.be/6Qc7DbihXiw

If anyone is interested in helping me out I would love to hear any ideas on what the heck might be going on with the weird bug in LoZ @ 6:11.

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Drew Sebastino
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by Drew Sebastino » Thu Dec 22, 2016 1:54 am

I love how hung up you got on that... :lol: The problem isn't you, it's the people who (haphazardly) made the game. There is actually a blank tile and a color palette entry that mirrors color 0. In fact, there are multiple of them: (the color of the blank tiles don't necessarily have the same value, but some of them do. Also, the first palette entry of that one palette can't show anywhere, but it's not black like the rest of them.)
Vram.png
Cgram.png
Cgram.png (1.64 KiB) Viewed 4401 times
Oh yeah, I looked, and all the BG layers are using 8x8 tiles for the tilemap, so there's absolutely no reason for duplicated tiles. Cgram is also a complete mess.
Last edited by Drew Sebastino on Thu Dec 22, 2016 12:08 pm, edited 1 time in total.

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jwdonal
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by jwdonal » Thu Dec 22, 2016 2:16 am

That's interesting. So if I understand you it seems like this problem actually will be fixed after I implement the color add/sub feature.

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Drew Sebastino
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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by Drew Sebastino » Thu Dec 22, 2016 2:52 am

Yup. It was pretty fun learning how big of a mess Legend of Zelda a Link to the Past was though! :lol:

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Re: Introducing the VeriSNES (FPGA-based SNES)

Post by jwdonal » Thu Dec 22, 2016 11:32 am

Thank you very much for the insight on that Espozo! I'm also super impressed with how quickly you figured that out.

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