Search found 2898 matches

by psycopathicteen
Fri Nov 29, 2019 12:14 pm
Forum: SNESdev
Topic: New Super Mario Land
Replies: 10
Views: 1765

Re: New Super Mario Land

I wonder what happens if you run the GameBoy and SNES versions through the same controller input. I remember the controls being off, but not quite this bad.
by psycopathicteen
Tue Nov 26, 2019 10:24 pm
Forum: NES Hardware and Flash Equipment
Topic: NES Low-Pass Filter?
Replies: 13
Views: 5506

Re: NES Low-Pass Filter?

I just had an idea for a Y/C separation technique for SNES and NES composite output. Instead of the chroma signal being filtered horizontally and vertically, it gets filtered diagonally too. It works with the NES and SNES because they have a 3 phase rainbow swirls in both vertical and diagonal lines...
by psycopathicteen
Mon Nov 25, 2019 2:36 pm
Forum: SNESdev
Topic: New Super Mario Land
Replies: 10
Views: 1765

Re: New Super Mario Land

The graphics are pretty good, but the collision detection, controls and camera movement needs fixing. The samples are really muffled as well.
by psycopathicteen
Tue Nov 19, 2019 4:43 pm
Forum: NES Hardware and Flash Equipment
Topic: NES Low-Pass Filter?
Replies: 13
Views: 5506

Re: NES Low-Pass Filter?

This is a major bump but I always find this stuff interesting. If I were making a NTSC decoder optimized for NES and SNES I would use an ADC sampling rate of 21.48 Mhz so that it's divisible by both the NTSC color carrier and the NES dot clock. Comb filter shouldn't allow any 3.58 Mhz vertical B&W l...
by psycopathicteen
Sun Nov 03, 2019 1:37 pm
Forum: Other Retro Dev
Topic: Sprites: SNES vs Genesis
Replies: 28
Views: 22517

Re: Sprites: SNES vs Genesis

I'm guessing a good rule of thumb is, if you're using a lot of sprites onscreen in an SNES, avoid making the main character or 'regular' sized enemies more than 32 pixels wide, per line, unless the enemy is supposed to be intimidatingly huge or if you absolutely need to.
by psycopathicteen
Wed Oct 23, 2019 8:56 pm
Forum: SNESdev
Topic: Have I misunderstood how BRR works this whole time?
Replies: 1
Views: 1237

Re: Have I misunderstood how BRR works this whole time?

Never mind I figured out what I did wrong. Turns out it's better to filter first, then shift, instead of shift first and then sample. Shifting first can cause it to overflow.
by psycopathicteen
Wed Oct 23, 2019 3:27 pm
Forum: SNESdev
Topic: Have I misunderstood how BRR works this whole time?
Replies: 1
Views: 1237

Have I misunderstood how BRR works this whole time?

I've always expected the 4 bit samples representing values from -8 to 7. Now I'm wondering if it's supposed to be -7.5 to 7.5 instead because I can't get the conversion math correct.
by psycopathicteen
Fri Oct 18, 2019 9:34 am
Forum: SNESdev
Topic: How do emulators emulate CPU and SPC700 communication?
Replies: 4
Views: 2883

Re: How do emulators emulate CPU and SPC700 communication?

This sounds a lot more complicated, but I think I understand it. Start the frame with the CPU, when you read or write, get the SPC700 to catch up. When a frame is done, let the SPC700 to catch up again.
by psycopathicteen
Sat Oct 12, 2019 9:39 am
Forum: SNESdev
Topic: Bad Apple demo for SNES
Replies: 209
Views: 75409

Re: Bad Apple demo for SNES

It works on every emulator now, so chances are it works on real hardware too.
by psycopathicteen
Fri Oct 11, 2019 1:47 pm
Forum: SNESdev
Topic: How do emulators emulate CPU and SPC700 communication?
Replies: 4
Views: 2883

How do emulators emulate CPU and SPC700 communication?

Do they let the "CPU" run for a couple cycles, then let the "SPC" run for one cycle, and repeat?
by psycopathicteen
Thu Oct 10, 2019 2:26 pm
Forum: SNESdev
Topic: Bad Apple demo for SNES
Replies: 209
Views: 75409

Re: Bad Apple demo for SNES

https://www.filehosting.org/file/details/826241/Bad%20Apple.zip Works perfectly in BSNES. I got it working in SNES9x again, you just have to hit reset in SNES9x to get it to work correctly for some reason. I still can't figure out why it doesn't work in Higan. EDIT: Wait, it works in later versions ...
by psycopathicteen
Sun Oct 06, 2019 5:34 pm
Forum: SNESdev
Topic: How long do you have to wait before writing to $2140-$2143?
Replies: 1
Views: 2545

How long do you have to wait before writing to $2140-$2143?

After you sent the spc700 data, how long do you have to wait before you can safetly write over $2140-$2143.

Also, what values do $2140-$2143 show after boot up when read from the CPU?
by psycopathicteen
Mon Sep 09, 2019 10:52 pm
Forum: SNESdev
Topic: Collision Detection between 128 Objects?
Replies: 27
Views: 13257

Re: Collision Detection between 128 Objects?

I think this can be done in a SHMUP, if only player bullets are sorted into cells.
by psycopathicteen
Sun Sep 08, 2019 8:11 am
Forum: SNESdev
Topic: Collision Detection between 128 Objects?
Replies: 27
Views: 13257

Re: Collision Detection between 128 Objects?

Everybody knows the SuperFX can do it. It's more impressive seeing a 3.58 Mhz CPU pulling it off.
by psycopathicteen
Sun Sep 01, 2019 1:35 pm
Forum: SNESdev
Topic: Should explosions be infront or in the back?
Replies: 6
Views: 3862

Re: Should explosions be infront or in the back?

Okay, I tried using 16x16 explosion sprites when kicking yesterday, and it looked pretty lame, so instead of doing that, I changed it to have explosions spawn every 3 frames instead of 2 after being kicked, and they blow up into 12 sprites instead of 16. This looks better regardless of being in fron...