Search found 2917 matches

by psycopathicteen
Fri Apr 24, 2020 7:23 pm
Forum: SNESdev
Topic: camera scroll walls
Replies: 1
Views: 390

camera scroll walls

Has anybody ever looked into how games are able to restrict camera movement in certain parts of levels, such as having only horizontal scrolling in one part of the level, vertical scrolling in another section, diagonals in the next section, and free scrolling in the next section?
by psycopathicteen
Wed Apr 22, 2020 10:20 am
Forum: SNESdev
Topic: Internal OAM address sprite evaluation
Replies: 17
Views: 12695

Re: Internal OAM address sprite evaluation

Bump

I'm still wondering how, if you write to OAM mid frame, you would make sure X byte goes to X, Y byte goes to Y, and the hioam byte goes to hioam.
by psycopathicteen
Tue Apr 21, 2020 2:05 pm
Forum: NES Graphics
Topic: Does the NES color palette actually vary more than the SNES on TV sets?
Replies: 9
Views: 915

Re: Does the NES color palette actually vary more than the SNES on TV sets?

If CRTs are capable of displaying colors out of the RGB cube, then that explains why NES colors are so hard to emulate. No, that's not it. Both TVs and CRT computer monitors used the same phosphors and had the same CIE primary coordinates. Things might be too dark, but color rendition is otherwise ...
by psycopathicteen
Tue Apr 21, 2020 7:54 am
Forum: NES Graphics
Topic: Does the NES color palette actually vary more than the SNES on TV sets?
Replies: 9
Views: 915

Re: Does the NES color palette actually vary more than the SNES on TV sets?

If CRTs are capable of displaying colors out of the RGB cube, then that explains why NES colors are so hard to emulate. My phone has a wider color gamut than my computer screen does. I'll bring up drag's NES palette generator on both and see if I can get a better looking NES palette on my phone. Of ...
by psycopathicteen
Mon Apr 20, 2020 4:05 pm
Forum: NES Graphics
Topic: Does the NES color palette actually vary more than the SNES on TV sets?
Replies: 9
Views: 915

Re: Does the NES color palette actually vary more than the SNES on TV sets?

I just thought about something. Were CRTs capable of displaying color that would've been outside the intended RGB cube? Obviously if a color was too dark, it would have to be clipped, but if a color was too bright was there anything restricting a CRT from displaying it?
by psycopathicteen
Mon Apr 20, 2020 10:25 am
Forum: NES Graphics
Topic: Does the NES color palette actually vary more than the SNES on TV sets?
Replies: 9
Views: 915

Does the NES color palette actually vary more than the SNES on TV sets?

If you adjust your tv's color settings it changes the colors of everything it recieves from composite or RF. I've heard people claim that the NES "varies more" than the SNES depending on the color settings but I wonder why that is? Does this have more to do with the fact that NES emulators have diff...
by psycopathicteen
Sun Apr 19, 2020 2:34 pm
Forum: SNESdev
Topic: Writing to VRAM during HBlank
Replies: 12
Views: 1410

Re: Writing to VRAM during HBlank

A 12MB (or 96 megabits) SNES cartridge could contain 21 seconds of 256x224 4bpp video at 20fps uncompressed.
by psycopathicteen
Sun Apr 19, 2020 8:11 am
Forum: SNESdev
Topic: Writing to VRAM during HBlank
Replies: 12
Views: 1410

Re: Writing to VRAM during HBlank

This will allow full screen video at 20fps. I wonder how much bandwidth per line you can get away with if you use IRQ instead of HDMA.

Has there been any progress with trying to understand SNES OAM internal timing as well?
by psycopathicteen
Sat Mar 14, 2020 10:54 am
Forum: SNESdev
Topic: SNES music program
Replies: 26
Views: 30445

Re: SNES music program

I'm still working on this occasionally, I was just busy with my homebrew game and the Gradius III optimization patch. I just had an idea to simplify how sample loop points will work. Instead of defining the sample length and oscillator frequencies independently, they can be defined by parameters in ...
by psycopathicteen
Thu Mar 12, 2020 8:04 pm
Forum: NESdev
Topic: Measuring lag, spare cycles in Mesen
Replies: 13
Views: 3683

Re: Measuring lag, spare cycles in Mesen

BTW, sorry for the off topic posts! Why? I'm loving this conversation. I always fell for the idea that Sonic was a showcase of the Genesis's faster CPU, and that Super Mario World went in a different direction gameplay wise to compensate for slower clock speeds. It's more like Nintendo didn't want ...
by psycopathicteen
Thu Mar 12, 2020 10:18 am
Forum: NESdev
Topic: Measuring lag, spare cycles in Mesen
Replies: 13
Views: 3683

Re: Measuring lag, spare cycles in Mesen

The confusion between the emulator causing the PC to lag, vs emulated hardware lag is one of the reasons why the SNES's CPU has such a bad reputation.
by psycopathicteen
Mon Jan 20, 2020 8:35 pm
Forum: NESdev
Topic: Undesired Jail bars on French NES and checkerboard pattern
Replies: 45
Views: 18134

Re: Undesired Jail bars on French NES and checkerboard pattern

I wonder why the French NES didn't use a PPU that outputted an RGB palette.
by psycopathicteen
Wed Jan 15, 2020 5:46 pm
Forum: Other Retro Dev
Topic: Has anybody ever made an algorithm for metasprite optimizing
Replies: 16
Views: 23806

Re: Has anybody ever made an algorithm for metasprite optimizing

I don't know what happened to Anonimzwx from Discord, because I heard he was making one of these things. I decided to try to come up with (I know you're probably going to facepalm this) an algorithm that is doable on a 65816, because that's all I know. So I would have to divide this into 3 parts: 1)...
by psycopathicteen
Wed Jan 08, 2020 10:39 am
Forum: Other Retro Dev
Topic: Apparently the SMS is better than everything
Replies: 27
Views: 14473

Re: Apparently the SMS is better than everything

Now that I think about it, the fact that VRAM is always available to the CPU is the does help a lot with reversing sprites, because you don't have to buffer everything in RAM first.