Search found 123 matches

by UnDisbeliever
Wed Aug 10, 2022 6:25 pm
Forum: SNESdev
Topic: Window shapes demo
Replies: 12
Views: 1988

Re: Window shapes demo

For horizontal movement with clipping, it uses indirect HDMA where the indirect table is a 256 byte buffer that contains a mapping from table to screen coordinate. This mapping can be generated with DMA memcpy and memset, basically. That is ingenious. I would never have thought of using indirect HD...
by UnDisbeliever
Tue Aug 09, 2022 7:17 pm
Forum: SNESdev
Topic: Window shapes demo
Replies: 12
Views: 1988

Re: Window shapes demo

I have coded a precalculated horizontally-symmetrical single-window demo. This demo draws a double-buffered HDMA table from a list of half-width bytes with offscreen testing and clamping. To correctly preform the 8-bit clamping and offscreen tests, the DrawSymmetricalWindow subroutine is split into ...
by UnDisbeliever
Mon Aug 01, 2022 6:40 am
Forum: SNESdev
Topic: Kulor's Guide to Mode 7 Perspective Planes
Replies: 78
Views: 10864

Re: Kulor's Guide to Mode 7 Perspective Planes

Very informative and useful. Thank-you for taking the time to write this guide.
by UnDisbeliever
Tue Jul 26, 2022 8:37 pm
Forum: SNESdev
Topic: Window shapes demo
Replies: 12
Views: 1988

Re: Window shapes demo

I forgot to include a window-is-offscreen test to the demo. This can result in a 1-pixel line on the left or right side of the screen. The test is a simple one; if the calculated left > 255 or calculated right < 0, then the window is considered offscreen. I have decided against including an optimise...
by UnDisbeliever
Fri Jul 22, 2022 4:31 am
Forum: SNESdev
Topic: Window shapes demo
Replies: 12
Views: 1988

Re: Window shapes demo

~40-65% CPU to draw a large triangle How? Isn't unrolled Bresenham reasonably fast? I never got around to fully optimising the code. There's no loop unrolling and there may be some potential optimisations I missed. I based the code off Bresenham's line drawing algorithm and it can be found here . M...
by UnDisbeliever
Fri Jul 22, 2022 3:02 am
Forum: SNESdev
Topic: Window shapes demo
Replies: 12
Views: 1988

Re: Window shapes demo

Cool. I'd like to see the five-pointed star and ellipse. A non-rotated ellipse is easy, for a pre-calculated HDMA table. Multiply the left-right offset of the circle by an x-scale. If you look at my source code you'll see the formula I used for a circle, which includes an x_scale variable (which I ...
by UnDisbeliever
Thu Jul 21, 2022 8:38 pm
Forum: SNESdev
Topic: Max Overlapping Layers
Replies: 20
Views: 1491

Re: Max Overlapping Layers

Wonderful demo dougeff.

I especially like how easily it shows off the layer priorities and draw-order (compared to the priority lists in the wiki).
by UnDisbeliever
Thu Jul 21, 2022 8:05 pm
Forum: SNESdev
Topic: Window shapes demo
Replies: 12
Views: 1988

Window shapes demo

I have written some hard-coded HDMA tables that use a single window to draw some shapes onto the backdrop. I'm going to use them for a Single Window Examples page on the SNES wiki (as requested on Discord). The demo shows off a hard-coded: Rectangle Trapezium Triangle pointing right Octagon Diamond ...
by UnDisbeliever
Mon Jul 18, 2022 12:38 am
Forum: SNESdev
Topic: Upside down controller
Replies: 46
Views: 3569

Re: Upside down controller

I've seen a speed-runner play Secret of Mana with two controllers, inverting the second controller so one D-Pad is on the left and the other D-Pad is on the right.

Awesome Games Done Quick 2016 - Secret of Mana by Yagamoth @ 29:32 (a blink and you'll miss it moment).
by UnDisbeliever
Wed Jul 13, 2022 11:38 pm
Forum: SNESdev
Topic: Resources over usb2snes
Replies: 3
Views: 1602

Resources over usb2snes

Over the last month I added a communication link between my unnamed-snes-game and my PC using usb2snes. This link allows me to transfer resources and code from my PC to my SNES console on demand and quickly test any changes by simply loading a new room. Here is a video of it in action. I figured I'd...
by UnDisbeliever
Sun May 29, 2022 1:49 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 4144

Re: The SNESdev documentation project

I'm curious - what kind of information (the type I would find on fullsnes) are you omitting that an emu author would be interested in, that a game developer would not be? I'm not entirely sure. I do know I am going to be omitting specific timing information and the initial register values on power-...
by UnDisbeliever
Sun May 08, 2022 4:36 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 4144

Re: The SNESdev documentation project

The next set of registers I am going to document are the VRAM registers. I am currently working on writing a test demo for every VRAM access pattern I know of. If all goes well I should have the final demo completed by the end of the week. I have also started writing the text for the document, no id...
by UnDisbeliever
Thu Apr 14, 2022 8:25 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 4144

Re: The SNESdev documentation project

Location: Australia (PAL) A PAL SNES supposedly has a PAR of 2950000/2128137, or roughly 18:13, rather than 8:7. Could that be part of the problem? The screen captures in the INIDISP document were from my NTSC 2/1/3 3-chip and 1-chip Super Famicom consoles. Living in PAL-land might be the why I did...
by UnDisbeliever
Wed Apr 13, 2022 6:37 am
Forum: SNESdev
Topic: The SNESdev documentation project
Replies: 37
Views: 4144

Re: The SNESdev documentation project

Minor nitpick here, but it seems the screenshots on the page are stretched, and I mean stretched even more than what the 8:7 pixel aspect ratio of the SNES already did. I don't have the best capture setup. My current setup is a RAD2x connected to a cheap USB HDMI capture device that upscales anythi...
by UnDisbeliever
Sun Apr 10, 2022 8:39 pm
Forum: SNESdev
Topic: Errors with INIDISP
Replies: 25
Views: 14719

Re: Errors with INIDISP

I've documented this glitch on my INIDISP register document . While I was writing the document I noticed this glitch can also cause corrupted background tiles on my 3 Chip SFC console. inidisp-hammer-0f8f-3chip-bg.jpeg Ikari has published a blog post about the glitch . It includes a timing diagram t...