Search found 1109 matches

by 93143
Mon Dec 02, 2019 10:54 pm
Forum: phpBB Issues
Topic: What is too politically toxic?
Replies: 52
Views: 1980

Re: What is too politically toxic?

I may have to post again tomorrow. I rushed out that last one, and it shows.
by 93143
Mon Dec 02, 2019 6:52 pm
Forum: phpBB Issues
Topic: What is too politically toxic?
Replies: 52
Views: 1980

Re: What is too politically toxic?

Bregalad objected to a particular view being enshrined as the only correct way to think. This is very clear from his posts, and the parts of other posts that he actually quoted. Keep in mind that the view in question has in fact been imposed by law in some places (my country included) and that teppl...
by 93143
Wed Nov 27, 2019 10:58 pm
Forum: phpBB Issues
Topic: What is too politically toxic?
Replies: 52
Views: 1980

Re: What is too politically toxic?

Yup, but that sounds easier said than done. Many so called "open tolerant" people are extremely intolerant and not open at all to more conservative or traditional views. The Paradox of intolerance is nothing more, and nothing less, than observing that many people misunderstand tolerance to be an ab...
by 93143
Mon Nov 25, 2019 5:35 pm
Forum: SNESdev
Topic: New Super Mario Land
Replies: 9
Views: 1152

Re: New Super Mario Land

Have you played the original? It was pretty wonky too. (EDIT: Okay, yeah, maybe the collisions need work.) Although the camera movement thing is new to this game, probably due to the fact that you can go backwards (which breaks the game a bit, and not just because lifts can fail to spawn the second ...
by 93143
Fri Nov 22, 2019 5:13 pm
Forum: phpBB Issues
Topic: What happened to the Nesdev phpBB theme?!?!
Replies: 74
Views: 3385

Re: What happened to the Nesdev phpBB theme?!?!

I'm not sold on it. Nostalgia aside, it still does some weird things, like providing only a narrow scrollable window into a large chunk of code instead of just displaying the whole chunk inline.
by 93143
Tue Nov 19, 2019 10:08 pm
Forum: SNESdev
Topic: Rate of streaming data to the SPC700?
Replies: 55
Views: 13344

Re: Rate of streaming data to the SPC700?

You're describing a method of reconstructing the high frequencies in their original frequency range. What I was talking about was a more sophisticated version of what psycopathicteen was doing, which was boosting what high frequencies were left in the bandlimited signal to make it sound less bandlim...
by 93143
Fri Nov 15, 2019 4:36 pm
Forum: SNESdev
Topic: US and JP SNES differences
Replies: 28
Views: 5203

Re: US and JP SNES differences

It's not hotpatching the ROM. It's just setting up the hardware to behave like the version(s) this game works properly on. De-initialization is a reasonable thing to do if you're running a game on a flash cart; all they're doing here is de-initializing the audio RAM to a specific known-good pattern....
by 93143
Fri Nov 15, 2019 4:39 am
Forum: SNESdev
Topic: US and JP SNES differences
Replies: 28
Views: 5203

Re: US and JP SNES differences

it'd make no sense for them to write to real APU RAM. It would if it fixed an actual bug in a game, which is how I interpret "stuttering drums due to bugs in sound programming in the intro of Soul Blader on some consoles". And after a bit of a search, it does appear that Soul Blazer's intro music h...
by 93143
Thu Nov 14, 2019 5:46 pm
Forum: SNESdev
Topic: US and JP SNES differences
Replies: 28
Views: 5203

Re: US and JP SNES differences

https://www.retrorgb.com/sd2snes-pro-more-details-from-ikari.html When I first heard about it, I assumed they were running the APU as normal and just shadowing it on the FPGA, so they'd have something to load into the real APU when loading a state. With that I/O port code trick where the 5A22 uses t...
by 93143
Thu Nov 14, 2019 3:34 pm
Forum: SNESdev
Topic: US and JP SNES differences
Replies: 28
Views: 5203

Re: US and JP SNES differences

I can't find any reference to save states on the official page. Is this actually in the main builds or is it still just a fork?

If the official build were to remove the ability to run code on the APU, that would be unacceptable. Using a fake GSU or SA-1 is unavoidable, but this is not.
by 93143
Wed Nov 13, 2019 8:49 pm
Forum: Other Retro Dev
Topic: Were 3bpp graphics ever actually a thing?
Replies: 21
Views: 11747

Re: Were 3bpp graphics ever actually a thing?

Correction: it's OR, not AND. Not sure where my head was at... I'm pretty sure quite a number of MD games use 3bpp to do exactly what you're saying; 4 subpalettes now becomes 8. Interesting. Not especially surprising, considering the hardware limits they had to deal with. SNES programmers complain a...
by 93143
Wed Nov 13, 2019 2:00 am
Forum: Other Retro Dev
Topic: Were 3bpp graphics ever actually a thing?
Replies: 21
Views: 11747

Re: Were 3bpp graphics ever actually a thing?

I just now realized that 3bpp as a compression technique for 4bpp graphics allows you to double the number of available palettes, by optionally filling in the fourth bitplane with the bitwise OR of the first three. Unfortunately this technique works best on the PC Engine, which needs it the least, a...
by 93143
Wed Nov 06, 2019 2:10 pm
Forum: Other Retro Dev
Topic: Is anyone interested in brand new games for Nintendo 64?
Replies: 10
Views: 1562

Re: Is anyone interested in brand new games for Nintendo 64?

I'm not sure it would be a great system for 2D games though. According to interviews, it was designed for 2D games in mind in case 3D games would just be a trend, but I think 2D-objects generally seems to have jaggy outlines. I read it's because the small texture buffer of 4 kB which doesn't allow ...
by 93143
Tue Nov 05, 2019 3:10 pm
Forum: Other Retro Dev
Topic: Is anyone interested in brand new games for Nintendo 64?
Replies: 10
Views: 1562

Re: Is anyone interested in brand new games for Nintendo 64?

The Nintendo 64 could also be a really capable 2D system, and was very underutilized as such. Weird how the PlayStation and Saturn got all those Street Fighter Alpha and Metal Slug type ports when the Nintendo 64 was clearly the superior platform. If I've read the docs right, the N64 could copy unsc...
by 93143
Sat Nov 02, 2019 10:50 pm
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 18752

Re: Comix Zone: most technically impressive "16 bit" game?

TmEE had a trick where he turned off the screen during hblank that allowed him to transfer more per scanline. He turned the display back on right before the screen went active. But yeah otherwise it just stalls the cpu. Didn't cause any artifacting from what I remember. But I don't remember the exa...