Search found 257 matches

by creaothceann
Tue Sep 22, 2020 10:38 pm
Forum: SNESdev
Topic: Non-MSU video player
Replies: 19
Views: 605

Re: Non-MSU video player

Nikku4211 wrote:
Tue Sep 22, 2020 2:36 pm
And is that the Iron Giant?
https://www.youtube.com/watch?v=V_oi8Xlo1mA
by creaothceann
Mon Sep 21, 2020 3:36 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 143
Views: 33171

Re: [demo] SNES Sonic

by creaothceann
Mon Sep 21, 2020 1:03 am
Forum: SNESdev
Topic: Non-MSU video player
Replies: 19
Views: 605

Re: Non-MSU video player

24fps is not evenly dividing 60fps, so you will run into the 5kb vblank limit per frame. 24fps -> you'll sometimes have two and sometimes three frames to upload the next one. frames 0-1: upload frame A frame 2: upload end of frame A, and beginning of frame B. frames 3-4: upload rest of frame B. If ...
by creaothceann
Mon Sep 14, 2020 10:38 pm
Forum: General Stuff
Topic: Nintendo "Gigaleak"
Replies: 60
Views: 11678

Re: Nintendo "Gigaleak"

by creaothceann
Wed Sep 09, 2020 3:56 am
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 4490

Re: Rem Demo

none wrote:
Wed Sep 09, 2020 2:07 am
the right-most column is blackened with sprites to hide the tiles that are scrolling in, like its done in some NES games
Are you planning to use the window registers for something? If not you could use them to clip the screen, to eliminate the possibility of sprite flickering in the future.
by creaothceann
Wed Sep 09, 2020 12:17 am
Forum: SNESdev
Topic: Nova the Squirrel 2 (WIP)
Replies: 90
Views: 48918

Re: Nova the Squirrel 2 (WIP)

Making it not aligned to the grid seems like it has promise Add support for the mouse and it might feel like a modern 3D game :P I don't think making it feel more like Blue Sphere aesthetically is important, unless you think the curve helps to make it easier on the eyes? I don't think it's possible...
by creaothceann
Tue Sep 08, 2020 1:16 pm
Forum: SNESdev
Topic: Instruction timings
Replies: 4
Views: 611

Re: Instruction timings

How do the VDA and VPA pins correlate to the hold delay exactly though? From your comment I guess 0/0 always ends up in the current subinstruction lasting 6 master clock cycles, but e.g. the opcode fetch of the CLI instruction has 1/1 setting - what exactly happens here? Where does the 5A22 know fr...
by creaothceann
Tue Sep 08, 2020 11:41 am
Forum: SNESdev
Topic: Instruction timings
Replies: 4
Views: 611

Re: Instruction timings

As far as I know... See the memmap.txt file here for the memory regions and their speed(s): https://www.romhacking.net/?page=documents&category=&platform=9&game=&author=548&perpage=20&level=&title=&desc=&docsearch=Go timing.txt explains, well, the timing. The SNES mainboard clock ( X1 ) runs at 5*7*...
by creaothceann
Mon Sep 07, 2020 10:45 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 22405

Re: SNES Doom Source Released! Now What?

Just using muffling is a possibility, but that's already in use to signal that the source is behind an obstacle. Having the player turn out to be the obstacle in question is a bit of a jerk move; basically this would result in no audible difference between a demon around the corner in front of you ...
by creaothceann
Mon Sep 07, 2020 3:34 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 22405

Re: SNES Doom Source Released! Now What?

Still the same. :/ Here's a HD example. I listened to it with headphones and the sound at ~35s in seemed to move between the right side and the center, but not to the left. Sounds coming from behind the player could perhaps be modified in some way to signal that fact to the player, even if the resu...
by creaothceann
Mon Sep 07, 2020 3:59 am
Forum: NESdev
Topic: Questions about NES programming and architecture
Replies: 143
Views: 11685

Re: Questions about NES programming and architecture

Secamline wrote:
Mon Sep 07, 2020 3:00 am
It's weird that Nintendo never made any official devkit or even a documentation for the Famicom/NES
They didn't want another videogame market crash...
by creaothceann
Sun Sep 06, 2020 1:57 pm
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 121
Views: 22405

Re: SNES Doom Source Released! Now What?

93143 wrote:
Sun Sep 06, 2020 1:22 pm
2-1
https://www.youtube.com/watch?v=D4VCZ89tqYw
by creaothceann
Sun Sep 06, 2020 1:47 pm
Forum: SNESdev
Topic: Rem Demo
Replies: 60
Views: 4490

Re: Rem Demo

none wrote:
Sun Sep 06, 2020 11:58 am
and a bit more WRAM used for the second buffer
Could WRAM be replaced by SRAM? Since CART regions can be set to be accessed at ~3.58 MHz...
by creaothceann
Fri Sep 04, 2020 11:53 am
Forum: SNESdev
Topic: Nova the Squirrel 2 (WIP)
Replies: 90
Views: 48918

Re: Nova the Squirrel 2 (WIP)

The Mode7 screens might look a bit more immersive with a shadow under the player character, which right now looks a bit like floating. (That shadow could be done with a sprite or with the window registers.) When the player presses the down direction on the D-pad, the character could change its orien...