Search found 21935 matches

by tepples
Mon Oct 26, 2020 11:52 am
Forum: General Stuff
Topic: Starting a YouTube channel: where should I start?
Replies: 11
Views: 423

Re: Starting a YouTube channel: where should I start?

I had already planned to double the pixels to compensate for chroma subsampling. My typical formula for making GB videos results in 320x288, and the analogous formula for NES and Super NES videos would produce 584x448 or 584x480. But even that's not enough to keep YouTube from messing with flicker. ...
by tepples
Mon Oct 26, 2020 7:45 am
Forum: NES Hardware and Flash Equipment
Topic: NES OAM attribute byte unused bits
Replies: 5
Views: 158

Re: NES OAM attribute byte unused bits

What these bits actually end up used for on other platforms with 4-byte sprite attribute table entries: On VT03+ famiclone : Tile number (3) On Super NES: Tile number, palette, priority. There's also a separate table for high X and size. On GBC: Tile number, palette, and monochrome-mode palette Othe...
by tepples
Sat Oct 24, 2020 11:06 am
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 50377

Re: [demo] SNES Sonic

45 KiB at 96 bytes per tile would mean 480 distinct tiles. This is still more than you get on NES, plus you can flip them (if the art style allows).
by tepples
Fri Oct 23, 2020 4:26 pm
Forum: NESdev
Topic: Nintendo's Advanced Video System
Replies: 10
Views: 5670

Re: Nintendo's Advanced Video System

Also interesting to note the font on the keys of that keyboard, the official Nintendo Entertainment System font all laid out right there. :D For the record, that would be Corporate, digitized as Corporatus by Alex Rosario . For Super NES, use Univers, digitized as U001 by URW . Tweet by @FontendoU ...
by tepples
Thu Oct 22, 2020 6:28 pm
Forum: SNESdev
Topic: [demo] SNES Sonic
Replies: 179
Views: 50377

Re: [demo] SNES Sonic

12-bit color is possible on the Super NES. Set up mode 3 with 8bpp RGB332 ("direct color") on 8bpp BG1 and the least significant 1 red, 1 green, and 2 blue bits on 4bpp BG2. Add them with color math. With 60 KiB of VRAM available for tiles at 96 bytes each, you'll be able to put 640 unique tiles on ...
by tepples
Thu Oct 22, 2020 5:13 pm
Forum: General Stuff
Topic: Starting a YouTube channel: where should I start?
Replies: 11
Views: 423

Starting a YouTube channel: where should I start?

They already sold the cartridge? Because I'm really curious. That's the first modern NES game that really caught my attention and that I consider buying. But first of all I need to know a bit more about it. So, would you mind telling us a bit about the game or maybe uploading a video of the gamepla...
by tepples
Thu Oct 22, 2020 4:15 pm
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 1649

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

turboxray wrote:
Wed Oct 21, 2020 12:30 pm
Do you have a twitter or youtube account with videos for your effects/demos/experiments?
That would require me to learn to produce appealing YouTube videos. This in turn would require a new topic.
by tepples
Thu Oct 22, 2020 9:07 am
Forum: Other Retro Dev
Topic: Reformatting GBATEK html version
Replies: 6
Views: 356

Re: Reformatting GBATEK html version

I am wondering what is making the page loading so slow. It might be my server being not the fastest one, or the network transfer speed, or browsers just being unable to display large documents. The first two issues could be avoided by saving a local copy of the htm/txt file. In my experience, it's ...
by tepples
Thu Oct 22, 2020 8:13 am
Forum: SNESdev
Topic: What is the point of the pseudo hi-res mode?
Replies: 2
Views: 168

Re: What is the point of the pseudo hi-res mode?

One difference I know is that pseudo-hires allows mixing 50% sub with 25% main and 25% COLDATA, or 75% sub with 25% main. Another difference that might (I'm not 100% sure) be relevant is limits on how sprites participate in color math, including which sprite palettes can and can't.
by tepples
Wed Oct 21, 2020 8:41 am
Forum: SNESdev
Topic: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?
Replies: 26
Views: 1649

Re: How does Tales of Phantasia and Star Ocean scale sprites on stock hardware?

In theory it'd be possible to make more sets of tables for scaling up to 2x, representing the left and right halves of an 8-pixel column scaled up to 16 pixels wide. I just chose shrinking for my NES demo for several reasons: it was a minimum viable product to get the demo out; enlarging would be ra...
by tepples
Wed Oct 21, 2020 1:41 am
Forum: NES Graphics
Topic: Libbet the boulder girl
Replies: 22
Views: 23178

Re: Libbet the boulder girl

A year and a half later, I got requests on a couple Discord servers to add a light source to keep the cels from looking too simplistic like ColecoVision or early monochrome Game Boy graphics. I did so, eating the tile cost of not flipping cels vertically. Is there an easy improvement I could make? L...
by tepples
Wed Oct 21, 2020 1:33 am
Forum: Homebrew Projects
Topic: little things
Replies: 3
Views: 977

Re: little things

I acknowledge the deficiency that a minority of exhibits aren't built to executables for various reasons. Feel free to file issues about specific exhibits so we can discuss how to proceed. The anti-DiskDude tool is written in C to be run on a PC, yet not all PCs run the same operating system. If you...
by tepples
Tue Oct 20, 2020 8:45 am
Forum: General Stuff
Topic: SSD died after dropping laptop
Replies: 35
Views: 8012

Re: SSD died after dropping laptop

If you have more to say about this topic, PM an active moderator.
by tepples
Tue Oct 20, 2020 7:06 am
Forum: SNESdev
Topic: Why did official SA1 games use no features of the chip?
Replies: 7
Views: 758

Re: Why did official SA1 games use no features of the chip?

DMA bandwidth is one byte per 8 master clock cycles, and there are 1324 usable master clocks per scanline (1364 total minus 40 for WRAM refresh). This makes 1324/8 = 165.5 bytes per line. There are 262 lines per NTSC frame, and you can use all* blanked lines for DMA. So if you have 224 visible lines...