Search found 128 matches

by Hojo_Norem
Wed May 27, 2020 10:01 am
Forum: SNESdev
Topic: Design guidance for 3D Engine on SuperFX
Replies: 39
Views: 10988

Re: Design guidance for 3D Engine on SuperFX

Just my 2p, but from my position in consumer electronics retail I notice very quickly when the manufactures start to mess around with long held traditions. With the last couple or so of Panasonic TVs I have noticed a distinct lack of aspect ratio control on the remote. The control is instead buried ...
by Hojo_Norem
Sun Apr 05, 2020 12:58 pm
Forum: Homebrew Projects
Topic: Sam's Journey · A new NES game in the making
Replies: 31
Views: 16070

Re: Sam's Journey · A new NES game in the making

How should someone doing a debut cartridge release cover the cost of importing the appropriate console and a compatible low-latency TV? You know, I can't really form an argument against that specific point. I suppose a somewhat uneducated reply would be test domestically on real HW and test foreign...
by Hojo_Norem
Sun Apr 05, 2020 9:51 am
Forum: Homebrew Projects
Topic: Sam's Journey · A new NES game in the making
Replies: 31
Views: 16070

Re: Sam's Journey · A new NES game in the making

We've been asked if there will be a PAL and an NTSC version of Sam's Journey on the NES. The answer is yes, and we're even going the extra mile and will provide equalized gameplay speeds on both systems! It seems to work well so far! That looks superb! Homebrewers should take note of this. High qua...
by Hojo_Norem
Wed Dec 04, 2019 11:22 am
Forum: NES Hardware and Flash Equipment
Topic: Bricked Two of my Attiny13a's
Replies: 4
Views: 2738

Re: Bricked Two of my Attiny13a's

A quick look at the datasheet for the tiny13A tells me that having CKSEL0 and CKSEL1 both set to 0 (as in ticked, according to your screenshot) switches the chip's clock source to external. Without a clock source input on SCK (pin 7), the chip will appear to be bricked. This can be fixed without usi...
by Hojo_Norem
Sat Sep 14, 2019 2:11 pm
Forum: General Stuff
Topic: Laptop Buying
Replies: 24
Views: 17260

Re: Laptop Buying

When I tried out Waifu2x, it took 3 minutes to finish on a CPU, and 6 seconds to finish on a GPU. I'm curious as to what CPU you're running. Depending on the image and magnification factor my 8c/16t Ryzen 1700x can be anywhere from a few seconds up-to a minute, but my use case for Waifu2x is nearly...
by Hojo_Norem
Tue Aug 27, 2019 11:27 am
Forum: SNESdev
Topic: How the Memory Map works exactly
Replies: 8
Views: 5983

Re: How the Memory Map works exactly

"Shadowing" and "mirroring" are terms used by different subcultures of retrocomputing for the same phenomenon: two different sets of addresses to which a circuit that responds identically. While true for 'mirroring', I've always known 'shadowing' to be the act of copying a set of data and then usin...
by Hojo_Norem
Sun Aug 11, 2019 11:04 am
Forum: General Stuff
Topic: What do you think of FPGAs?
Replies: 51
Views: 34340

Re: What do you think of FPGAs?

All this talk of lag with emulators vs FPGA vs original HW fail to take into account one thing (unless I've missed it): Not all inputs on (most) display devices are treated equally... Unless you game exclusively on monitors. Ignoring emulators for a moment, lets just compare PLD based re-implementat...
by Hojo_Norem
Sun May 19, 2019 1:45 pm
Forum: General Stuff
Topic: Nintendo cease&desist on a C64 port of Super Mario Bross
Replies: 31
Views: 26923

Re: Nintendo cease&desist on a C64 port of Super Mario Bross

If the game actually uses NES game logic, that would be interesting, but I'm not sure how one could sensibly make the game play precisely like the NES version unless one were to have objects either become active only after they've fully scrolled onto the screen, or cease to be active before they re...
by Hojo_Norem
Sat May 04, 2019 11:08 am
Forum: General Stuff
Topic: Nintendo cease&desist on a C64 port of Super Mario Bross
Replies: 31
Views: 26923

Re: Nintendo cease&desist on a C64 port of Super Mario Bross

I actually learned a new fact about the C64 from this: Apparently the Super Mario port uses "VSP", a hardware quirk that allows you to scroll the entire screen, just like on the NES, by incrementing / decrementing the 3-bit scroll on an exactly timed cycle outside the visible screen. I can imagine ...
by Hojo_Norem
Sat Aug 11, 2018 9:44 am
Forum: General Stuff
Topic: Best Version of Windows?
Replies: 107
Views: 27030

Re: Best Version of Windows?

Just to be the second person to mention ReactOS :wink: , the latest alpha version that was released late last month is now capable of hosting it's own build environment. ReactOS can now build ReactOS... Apparently it could in the past, but that was when the kernel was full of hacks to make things wo...
by Hojo_Norem
Mon Jul 30, 2018 12:37 pm
Forum: General Stuff
Topic: RetroTINK-2X
Replies: 13
Views: 5351

Re: RetroTINK-2X

I like the idea of the RetroTINK-2X, but seeing that the device handles composite and S-Video then the lack of any means of adjusting colour (and tint for you NTSC folks) kind of dulls the appeal of it to me... that and the creator's attitude towards some things. As in, during a YT interview he was ...
by Hojo_Norem
Sun Jul 15, 2018 12:21 pm
Forum: Reproduction
Topic: Star fox 2 on a Yoshi Island Donor Cart
Replies: 4
Views: 11978

Re: Star fox 2 on a Yoshi Island Donor Cart

Why destroy a YI cart when the sd2snes now has full SFX compatibility? :wink: Seriously though, I wouldn't destroy another cart to do this. Just Google for a 128K sram sop 32, just make sure you get a 5V part. They can still be had relatively cheap and you'd be using a brand new part rather than ris...
by Hojo_Norem
Mon Jun 11, 2018 10:58 am
Forum: NES Graphics
Topic: what does 8 bit graphics mean
Replies: 43
Views: 31971

Re: what does 8 bit graphics mean

so Mayhem being in front on pink and blue, but behind green, brown and yellow My understanding of C64 sprite / background priorities is that for multicolour characters sprites will always have priority over colour 01 while the background priority bit affects colours 10 and 11. Carefully drawn GFX w...
by Hojo_Norem
Sun Jun 10, 2018 2:40 pm
Forum: NES Graphics
Topic: what does 8 bit graphics mean
Replies: 43
Views: 31971

Re: what does 8 bit graphics mean

@Hojo_norem: It's true that you can't have more than 8 sprites per scanline, but you can make them appear as having a wider coverage circumstantially with strategic placement. fighter_spriteboxes1.png I agree that you can make larger meta-sprites by spreading out the hard-sprites, but that still do...
by Hojo_Norem
Sun Jun 10, 2018 10:11 am
Forum: NES Graphics
Topic: what does 8 bit graphics mean
Replies: 43
Views: 31971

Re: what does 8 bit graphics mean

Could you cite video timestamps of parts of that C64 game that can't be done practically in, say, a Tiny Toon Adventures game on an NES or Master System? The technique of layering a hires outline sprite over a multicolor sprite is clever, but it's aesthetically roughly the same as the face layering...