Search found 288 matches

by TOUKO
Wed Sep 18, 2019 11:12 pm
Forum: SNESdev
Topic: SKS Super Kannagi Sound , new driver for SNES
Replies: 5
Views: 5259

Re: SKS Super Kannagi Sound , new driver for SNES

I 'am impressed by the size of your music files .
Keep the .it format for later, have support for .mod and .xm is already great IMO :wink:
by TOUKO
Thu Jul 04, 2019 1:25 am
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 19168

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

'm not talking about 8-pixel sprites. I'm talking about slivers, which are single-line tile slices. Ah ok, it was in the sprites caracteristics, this is why i misunderstood,because for me it's obvious that a tiles based system, can fill the entire screen width with tiles,and i did not see the point...
by TOUKO
Wed Jul 03, 2019 10:29 am
Forum: General Stuff
Topic: Comix Zone: most technically impressive "16 bit" game?
Replies: 50
Views: 19168

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

@93143: Your Md's 8-pixel slivers per line are false .
The sprite limits are:
in H32 : 16 sprites or 256 pixels sprites
in H40 : 20 sprites or 320 pixels sprites

It's impossible to fill an entire line with 8 pixels sprites only, because you reach the sprites number limit first .
by TOUKO
Fri Jun 07, 2019 1:57 am
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 53588

Re: Fastrom patches?

Thus in conclusion: let me know when you work for a game company that has strict deadlines, is responsible for a console launch title, with only limited documentation provided by the console manufacturer. "Coded with ass". Of course, I agree, but if you put an inexperienced coder on a processor tha...
by TOUKO
Wed May 29, 2019 1:12 pm
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 53588

Re: Fastrom patches?

incredible, thanks for the link .

I was sure this game was coded with the ass, now it's confirmed . :P
by TOUKO
Wed May 29, 2019 9:45 am
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 53588

Re: Fastrom patches?

psycopathicteen wrote:The guy who started the project found out that the bubbles in stage 2 use a grid for collision instead of using circular collision.
Do you mean that the collisions used several boxes for each bubble ?
by TOUKO
Mon May 06, 2019 11:53 pm
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 19987

Re: How to show graphics on the screen?

I'm interested in using this program for SNES graphics, but mainly for PCE as well, as there aren't a lot of good tilemap optimizing programs for the PCE/Turbografx. To that end, is 16 subpalettes possible in your program, or is the default of 8 the maximum option? You already have a similar tool f...
by TOUKO
Mon May 06, 2019 1:23 am
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 53588

Re: Fastrom patches?

A thunder spirit patch which removes all the slowdowns would be good too .
by TOUKO
Tue Apr 30, 2019 5:50 am
Forum: SNESdev
Topic: How to show graphics on the screen?
Replies: 39
Views: 19987

Re: How to show graphics on the screen?

The easiest way to render this is to use 2 frames, as there is only 2 frames of animation you can switch between the both by changing only the vertical scrolling(you make 2 pictures of 256x224 pixels,one for each animation) . Alternate the scrolling between 0 and 224 with a frame counter will doing ...
by TOUKO
Wed Apr 03, 2019 5:19 am
Forum: NESdev
Topic: Adapting Sik's UFTC graphics compression
Replies: 11
Views: 7171

Re: Adapting Sik's UFTC graphics compression

Why did you choose UFTC ??,because if you want a fast streaming decompression, you should try LZ4 instead .
https://www.brutaldeluxe.fr/products/cr ... index.html

UFTC is fast to decompress, but it seems limited in some types of data,and not well suited for bitplane graphics .
by TOUKO
Tue Mar 12, 2019 1:25 am
Forum: SNESdev
Topic: Fastrom patches?
Replies: 77
Views: 53588

Re: Fastrom patches?

hibber22 wrote:I know super mario world has an sa-1 patch that improves frame rate and performance, fastrom isn't the only solution.
The spectacular thing is the game benefits of huge enhancement in term of speed and stuffs on screen, and only with a patch,without using the SA-1 specificities.
by TOUKO
Sun Feb 03, 2019 2:23 am
Forum: Other Retro Dev
Topic: PC Engine waveform channel updates
Replies: 8
Views: 14624

Re: PC Engine waveform channel updates

BTW your PCE version of Journey to Silius is incredible :D
by TOUKO
Tue Nov 20, 2018 8:54 am
Forum: SNESdev
Topic: Wich could have been an realistically accurate SNES by DATE?
Replies: 45
Views: 22907

Re: Wich could have been an realistically accurate SNES by D

I found this newspaper article from 1984 and it says the 68000 was only $15. If that's the case how cheap was it in 1990, and how much money did Nintendo really save by using a custom 65816? https://www.nytimes.com/1984/06/29/business/motorola-s-powerful-new-chip.html I really doubt that the 68k wa...
by TOUKO
Wed Jul 04, 2018 12:30 am
Forum: SNESdev
Topic: Why no SNES homebrew scene?
Replies: 435
Views: 101241

Re: Why no SNES homebrew scene?

Ideally i would stay with as much C code as possible (90%) and only put assembly on critical sections (10% at most) when i need it, and I think that is possible even with an average C compiler. Why would do need C specifically ? You could just as well code 90% in any other language and the critical...
by TOUKO
Mon Jul 02, 2018 10:31 am
Forum: SNESdev
Topic: Doing 14x16 square tiles is possible
Replies: 13
Views: 4377

Re: Doing 14x16 square tiles is possible

With mode 7 you are also limited to 256 tiles .