JxFx
20.2K posts

JxFx
@Lint_
Web developer, Oldschool gaming console hacker, Ska Punk Drummer ... and way more ... (Speak mostly french)
Liège, Belgique Katılım Nisan 2009
2.3K Takip Edilen802 Takipçiler

@Lint_ Você está desenvolvendo em assembly puro ou PVSneslib?
Português
JxFx retweetledi

Some homebrew games for the SNES, either released or in development.
Its scene has less titles compared to Mega Drive (a ton) or Amiga (many new titles each year/AmiGameJam), primarily due to technical complexity and lack of accessible development tools.
Even so, what's there is great.
Also has the amazing Xeno Crisis by Bitmap Bureau, although no digital release afaik.
English

@Lint_ This might seem like a nit-pick, but could you centre the image vertically? That would be perfect. :D
English

Been working on this since last week after witnessing the Dragon's Lair Snes port by astrobleem on github [github.com/astrobleem/SNE…] with strong compression issue. I managed to get all the bandwith needed to stream FMV at 30fps from MSU1 data. #snes #snesdev #msu1 #retrodev
English

@Lint_ Awesome!
Yeah, I think it would need to be non-buffered with staggered transitions.
You can also check out 93143’s post about writing to VRAM during HBlank to help with this—it goes beyond my understanding, but you might be able to make sense of it:
#p248408" target="_blank" rel="nofollow noopener">forums.nesdev.org/viewtopic.php?…
English

@iNCEPTIONALNEWS 8bpp seems not possible to me due to lack of Vram space with the double buffering. But I will have a look later next week to be sure.
English

@Lint_ Very impressive!
Now, here's a question that might be challenging to answer: Do you think you could pull off 256x192 8bpp animation at 12 fps?
See here for more discussion on that: #p307202" target="_blank" rel="nofollow noopener">forums.nesdev.org/viewtopic.php?…
And: #p306932" target="_blank" rel="nofollow noopener">forums.nesdev.org/viewtopic.php?…
I'd be very interested in seeing that! :D
English

@iNCEPTIONALNEWS Yes, real hardware with fxpak, resolution is 256x192 in 4bpp mode (7 palettes of 16 Colors), frame rate on my video is 30fps (I need to adjust to make it 24fps like the original). Code repo on github is coming soon…
English

@Lint_ Wait, this is running on a SNES? It’s almost full-screen!
What resolution, colour depth, and frame rate is it running at?
Is there a download link so I can try it on a SNES emulator?
English

The start of a video séries about #snesdev Seems very promising. In portugaise, but YouTube auto dub is working perfectly. Can’t wait for next videos ;)
KENNY ROGER@webkennyroger
Mais um dev que vai ajudar nas criação de jogos de super Nintendo #snes #snesdev youtu.be/JdRN8WkiSuo?si…
English

@faeldaniel Hey Rafeal, I just started implementing the spiGot algorithm on my own... Then I looked at your rom ;) You say that you didn't optimize, but what I saw already have some very cool optimizations.
Keep up the good work !!! Do you know what is Genesis/MD best time (asm version) ?
English

@faeldaniel @RheoGamer @paulovpl @GabrielPyron I have maybe an idea to make it synchronous with hdma, you just need to wait the end of the scanline and not the d’homérique frame. I will try to give you the piece of code on monday.
English

Vocês verem como impacto existe, e são bons segundos que fazem a diferença no mesmo algoritmo. Ver o dígito aparecer em tempo real (mero 2 bytes) forçando vblank custa muito. Troca tempo de processamento por ciclos ociosos esperando TV desenhar @RheoGamer @paulovpl @GabrielPyron
Português

@RandalLinden @cejetvole The image is 128 colors (8 palettes of BG), basically I'm forcing blanking after scanline 192 for DMA, and I got a buffer of $0C00 byte that got transfered by HDMA (7 channels) during display. That trick is making the difference, since it allows $1800 of tiles over 2 frames.
English

@Lint_ @cejetvole I'm curious, what do you do to get 30fps?
Is the 256x192 image 256 colours or fewer?
English

@cejetvole In ntsc my current upper limit on FPS is 30 with a 256x192 (4:3 format) fmv playing. There is minor tile reuse (my algorithm isn't based on tile reuse), it's just a clever trick to gain a bit more bandwith...
English

@Lint_ That's fun. What is your upper limit on FPS? I always forget the exact number but I know there is an theoretical upper limit on FMV FPS with the SNES. Or are you able to break that limit because you are able to reuse tiles and not upload a full 240x256 worth of character data?
English

@joaohrs2 @faeldaniel I need to polish everything and a github repo will be made available publicly.
English

@Lint_ @faeldaniel Plis make tutorial games snes insert fmv (msu-1) in YouTube, thanks
English

@suaeccellenzan1 Yes, I’m able to play the Dragon’s Lair intro video on a Snes emu 🤓
English

@Lint_ Wait, I don't understand. You're telling me that you were able to run Dragon's Lair as I see on the screen on an SNES emulator?!? That'a CRAZY!
English

@wait_theres_mor No overclocking involved, simply mesen running on my old air book from 2017. No add-ons except MSU1.
English

@Lint_ Is the emulator running at default hardware speeds, or are you using any overclocking here?
English




