iNCEPTIONAL wrote: ↑Thu Apr 28, 2022 4:57 pm
Based on my time here for the last few months and the fact nothing has really happened in the SNES demo scene for ages and certainly no cool new SNES games have been created and the like--everyone's even down my throat at the very notion of me thinking about doing something on SNES for the sake of actually showing off how capable it is and competing with the Genesis--yup, it seem like that's exactly what is happening.
Oh, wow. Way to play the victim.
We just brought facts about the SNES' hardware into your little threads and now apparently
we're the ones raining on your parade?
Hold on, let me get the world's smallest violin BRR sample.
iNCEPTIONAL wrote: ↑Thu Apr 28, 2022 4:57 pm
But no one seems to give a shit about doing anything of particular note really, at least not as of April 2022, not that I can see.
Are you fucking kidding me?
NovaYoshi's making Nova 2, Kulour's making a shoot 'em up (which has a single level in
mode 5, interlaced even) with plenty of sprites, Psychopathicteen's still making his anime run n' gun game, Undisbeliever's making a top-down action-adventure game with swords, Secondsun's making a racing game that scales plenty of software sprites
using the Super FX chip,
Oziphantom just ported Qwak from the Commodore 64 to the SNES(by proxy of the Commander X16 port)...
...and you have the gall to tell those very people, half of which are in this very forum, that you think no one gives a shit about doing anything of particular note just because games aren't releasing faster and faster.
Honestly, I'd rather have games that take longer to make, than hundreds of boring, half-baked games that are really just asset flips like what GB Studio did to GBDev.
Okay?
Cool?
What's the problem with that?
They want their Star Fox, they've worked hard and got it.
Next thing I know you're going to tell me that the N64Dev scene is pissing on the SNES demo and Dev scene.
tokumaru wrote: ↑Thu Apr 28, 2022 5:55 pm
And don't expect to come up with the ultimate Genesis-crushing SNES game right on your first try either... Making games is really hard, and even a "typical" SNES game that doesn't push any hardware limits is incredibly hard to do, requiring lots of planning and discipline.
In fact, don't even expect to come up with the ultimate NES-crushing SNES game right on your 1st try. Or even a full game full stop.
Especially with tools like SuperFamiConv
that struggle to properly convert images into 16x8 tiles.
iNCEPTIONAL wrote: ↑Fri Apr 29, 2022 4:23 am
Yeah, I saw that, and it's about the best thing to come out for SNES for ages, and even that's a year old at this point, right?
iNCEPTIONAL wrote: ↑Fri Apr 29, 2022 4:23 am
As a total SNES fanboy, it's is kinda depressing. And, like I said, I'm coming up with ideas for novel ways of pushing the SNES, and obviously creating some art and doing basic programming tests myself (in GM 8.1), with the idea of making an actual real SNES game, where I'd happily work on the design and create the art too--and I have loads of original ideas and ways of really showing off the console*--yet no one seems to care.
I wonder why. -_-
iNCEPTIONAL wrote: ↑Fri Apr 29, 2022 4:23 am
PS. There's other stuff I've worked on in my YouTube channel too, including a VR game, a Steam submission and a bunch of mobile games. And I used to work for both RARE and Rockstar, as both an artist/animator and level designer, so I have some actual experience working in the industry as well. You can actually check it out all my games, art, animation, and even VR novella here:
https://inceptionalnews.wordpress.com/i ... als-games/. All of which I want to bring to the table in doing something on SNES, if some wants to actually work on something.
Okay, but were you ever a SNES programmer though?
You might have some secondhand experience if you were working for RARE and DMA Design in the early-to-mid 1990s, but you certainly don't have firsthand experience with SNES programming.
iNCEPTIONAL wrote: ↑Fri Apr 29, 2022 4:23 am
*
Maybe this is something I could talk to you about (a few ideas I have for cool [probably playable] demos), since I have quite a few ideas that could just exist as tech demos for the demo scene (as part of one of your compilations or whatever), which, I promise, would be dang impressive if done right? But, really, I actually want to make a proper physical and commercial SNES game--that's the ultimate goal for me personally.
What are you waiting for?
iNCEPTIONAL wrote: ↑Fri Apr 29, 2022 6:47 pm
At the very least, I'd be curious to know how many unique tiles the SNES can show in high-res high-colour mode for the tile map (and do I basically just draw everything at double size, so I'm actually drawing things in 16x16 tiles in reality), and work my way out from there--anyone?
The absolute max in terms of unique tiles in mode 5 for the 4BPP layer is 512, but that means you have only 30720 bytes left for all the other stuff, including sprites and layer 2.
How many unique tiles can fit at a given time depends on how much VRAM is already taken by sprite graphics, but that depends on the size and resolution you want each character to be, and how many characters you want in a particular scene.
lidnariq wrote: ↑Fri Apr 29, 2022 9:35 pm
Mode 5, unfortunately, has a significant handicap. You still appear to have a library of 1024 tiles, except that the S-PPU always draws the tile you specified,
and the one immediately next to it. Now your effective library is only 512 tiles, which reduces the complexity of what you can display on screen.
Wait, so that means that if I have a tilemap in 16x8 where one entry specifies 0 for the tile number and the next entry specifies 1 for the tile number, instead of displaying the actual next 16x8 tile, it instead displays the right half of the first 16x8 tile and the left half of the second 16x8 tile as if it was its own 16x8 tile?
I wonder if that's a factor in why SuperFamiConv has issues with generating 16x8 tiles...
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.