Search found 1288 matches

by 93143
Sun Jan 03, 2021 10:09 am
Forum: SNESdev
Topic: Using slow ROM for new games?
Replies: 21
Views: 2396

Re: Using slow ROM for new games?

Another myth is about the use of an super fx like a sort of PPU3... Do really is so simple like to put it there, and that's it?. If the "EXTBG" inputs on the PPU had been connected to the cartridge instead of shorted with the VRAM bus, yes. But they didn't do that. Do the SA-1 manages two memorys w...
by 93143
Fri Jan 01, 2021 10:29 pm
Forum: SNESdev
Topic: Using slow ROM for new games?
Replies: 21
Views: 2396

Re: Using slow ROM for new games?

So, it's true that it has an 16 bits bus to communicate with its own RAM inside of the cartridge. I'm pretty certain the ROM is on a 16-bit bus, with the memory controller feeding one byte at a time to the 65c816's 8-bit bus (branches, jumps and ROM reads can generate wait states). Probably the BW-...
by 93143
Wed Dec 30, 2020 11:25 am
Forum: SNESdev
Topic: getting started on SNES
Replies: 59
Views: 16489

Re: getting started on SNES

If I don't understand one line and it is not commented, there is a big chance I do not understand why something is happening there. Of course, then I have no way to assess the importance of the line or why it is there. A well-known SNES romhacker and emulator developer once remarked that 65c816 ass...
by 93143
Sun Dec 27, 2020 1:34 pm
Forum: SNESdev
Topic: Using slow ROM for new games?
Replies: 21
Views: 2396

Re: Using slow ROM for new games?

The only reason I can think of is to dunk on somebody. Like pointing out that Rendering Ranger R² uses the same CPU speed as Gradius III. Or coming up with a slowdown-free port of Gunstar Heroes or something like that without using FastROM (note that this may not be possible; it's just a hypothetica...
by 93143
Sat Dec 19, 2020 8:12 am
Forum: SNESdev
Topic: SuperRT - realtime raytracing expansion chip
Replies: 28
Views: 4173

Re: SuperRT - realtime raytracing expansion chip

Alpha blending would have the same constraints as discussed earlier for transparent objects in general, but alpha blend/test wouldn't have any impact on the branch prediction as program flow wouldn't diverge based on the test result (SRT uses ARM-like conditional instructions to avoid branching in ...
by 93143
Fri Dec 18, 2020 12:39 am
Forum: SNESdev
Topic: SuperRT - realtime raytracing expansion chip
Replies: 28
Views: 4173

Re: SuperRT - realtime raytracing expansion chip

If only we had something in the SNES hardware itself that allows us to overlay sprites on top of the 3D action... ...okay, so there's two types of "sprites" that we're talking about here. 1) overlay sprites, like for a HUD. These are easy to do with the S-PPU. 2) in-world sprites, like monsters in ...
by 93143
Wed Dec 16, 2020 5:26 pm
Forum: SNESdev
Topic: SuperRT - realtime raytracing expansion chip
Replies: 28
Views: 4173

Re: SuperRT - realtime raytracing expansion chip

There are conflicting sources. How certain are you that it's a Cyclone V?

It would be incredible to have this on a flash cart.
by 93143
Wed Dec 16, 2020 4:07 am
Forum: SNESdev
Topic: SuperRT - realtime raytracing expansion chip
Replies: 28
Views: 4173

Re: SuperRT - realtime raytracing expansion chip

And lol, I wasn't able to tell if he sounded UK or Aussie. On second listen... good point. I'm bad at accents. He's not from my home town, I can tell you that... Ooh, sprites, what are you going to do, make a HUD? Yeah. You wouldn't need much. Lives, camera status, ammo, radio messages, that sort o...
by 93143
Wed Dec 16, 2020 1:57 am
Forum: SNESdev
Topic: SuperRT - realtime raytracing expansion chip
Replies: 28
Views: 4173

Re: SuperRT - realtime raytracing expansion chip

Please let me know if you have any questions/thoughts/comments/etc! I wonder if it's possible to extend this with some stuff that might make it more generally applicable. First, would it be possible to support texture mapping? Reflectivity mapping? Normal mapping or some form of bump mapping? (Gett...
by 93143
Tue Dec 15, 2020 10:41 pm
Forum: SNESdev
Topic: SuperRT - realtime raytracing expansion chip
Replies: 28
Views: 4173

Re: SuperRT - realtime raytracing expansion chip

Did you watch the video? British accent, "SNEZZZZZ", named Ben Carter... I'd say he's probably a gaijin, and I suspect I could make a fair guess at his actual national origin. "Shironeko" isn't a Japanese name AFAIK; it just means "white cat", and Shironeko Labs appears to be the name of his consult...
by 93143
Tue Dec 15, 2020 10:18 pm
Forum: SNESdev
Topic: SuperRT - realtime raytracing expansion chip
Replies: 28
Views: 4173

Re: SuperRT - realtime raytracing expansion chip

Yes. Mode 7 is the only restriction. The S-PPU's multiplication capability exists solely because it's needed for Mode 7. It isn't used for any other rendering tasks, so a lot of the time it's sitting idle. I guess someone at Nintendo figured the idle time was free real estate, and added MMIO access ...
by 93143
Tue Dec 15, 2020 8:46 pm
Forum: General Stuff
Topic: What is with indie games and procedural generation?
Replies: 16
Views: 2980

Re: What is with indie games and procedural generation?

F-Zero X has a random track generator, which serves to illustrate the difference because it also has 24 hand-made tracks (25 if you count the Death Race vertical oval). The hand-made tracks have more types of features (loops and jumps, for instance), and feel more purposeful. The random tracks can b...
by 93143
Tue Dec 15, 2020 5:51 pm
Forum: SNESdev
Topic: SuperRT - realtime raytracing expansion chip
Replies: 28
Views: 4173

Re: SuperRT - realtime raytracing expansion chip

EDIT: Never mind; apparently there's some misinformation on the internet regarding what FPGA the FXPak Pro uses... I heard that you can only do native SNES multiplication during v-blank. Is that true only when you're using mode 7, or is that true for every video mode? The PPU multiplier (16x8 signed...
by 93143
Sun Dec 13, 2020 11:11 pm
Forum: General Stuff
Topic: Super Mario Bros.: Why all the floating money?
Replies: 77
Views: 10668

Re: Super Mario Bros.: Why all the floating money?

tepples wrote:
Sun Dec 13, 2020 6:04 pm
purgatory
Nikku4211 wrote:
Sun Dec 13, 2020 8:57 pm
eternally tortured
You might want to look up a word.
by 93143
Sat Dec 12, 2020 11:08 pm
Forum: SNESdev
Topic: Strange snes issue
Replies: 9
Views: 1567

Re: Strange snes issue

I have a SNES that behaves funny. F-Zero has randomized terrain (which has the expected effect when driven on, so it's not a VRAM or PPU issue), Super Metroid is missing key items and doesn't display the map properly, and Yoshi's Island has glitched backgrounds. It could be the CPU. I hear they tend...