Rafael Daniel

616 posts

Rafael Daniel

Rafael Daniel

@faeldaniel

Writer, music composer, programing and developer of homebrew games to SNES, NES and Sega Genesis.

Katılım Mayıs 2009
136 Takip Edilen242 Takipçiler
Rafael Daniel
Rafael Daniel@faeldaniel·
@MaxwelOlinda1 Sobre o emulador, eu gosto do no$sns só pra ver a VRAM e o OAM em tempo real, acho mais amigável, mas todo resto do debug uso no Mesen também, porém nenhum, nem o Bnes, conseguiu ter a fidelidade de stream de dados do console real, afinal lá você vê no vídeo: não carrega tudo.
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Maxel
Maxel@MaxwelOlinda1·
@faeldaniel Boa! Pelo que mostrou da vram viewer, muitas tiles vazias também estão sendo transferidas, né? Isso limita mais o tempo de v-blank. O único problema de contornar isso é que a engine de sprites fica muito mais complexa. Recomendo usar o Mesen como debugger aliás, é muuuito bom.
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Rafael Daniel
Rafael Daniel@faeldaniel·
@MaxwelOlinda1 Estou injetando o máximo de propósito. Minha abordagem é trabalhar em etapas (1>vblank>2 >vblank) onde cada uma executará certas mecânicas. Funcionando, vou criar um app pra uma tabela com os sprts relevantes que o jogo deve carregar, com isso, sobrará recursos pra outras coisas
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Rafael Daniel
Rafael Daniel@faeldaniel·
@ThePALDefender In the console, I assume it's a bit over 6000 bytes, but in this example, 4068 bytes (approximately 128 tiles with 4bpp) of only 1 character each, in this case we have 2, so it can't send them all completely. But I have an idea to send one at a time.
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8squared
8squared@ThePALDefender·
@faeldaniel This is sick, I love seeing progress like this. Just asking in case you can find out easily, how much data does a frame of animation typically use up?
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iNCEPTIONAL
iNCEPTIONAL@iNCEPTIONALNEWS·
@faeldaniel @DaminMance Hey, you've already taken bigger first steps than me in relation to any real working SNES development, so all respect to you, good sir. :D
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iNCEPTIONAL
iNCEPTIONAL@iNCEPTIONALNEWS·
@faeldaniel @DaminMance But no one should be worrying about redesigning an entire existing in-progress SNES fighter engine for that idea of mine. It would requiring designing an entire system from scratch with that very specific approach in mind in the first place. It's just my own thoughts.
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iNCEPTIONAL
iNCEPTIONAL@iNCEPTIONALNEWS·
@DaminMance @faeldaniel That's surely just a display bug or something. I'm going to assume that's simply us seeing unfinished work.
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Rafael Daniel
Rafael Daniel@faeldaniel·
@iNCEPTIONALNEWS @DaminMance I believe it would be impossible without sacrificing all the other processes. There's no point in having huge dynamic sprites if the input, AI, physics (and we haven't even gotten to the audio processor yet) can't keep up, and every extra strain on VBlank starts to look strange
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iNCEPTIONAL
iNCEPTIONAL@iNCEPTIONALNEWS·
@DaminMance @faeldaniel I'm curious, have you ever seen a SNES game streaming in and animating nearly 400 new 2bpp tiles per frame? I'm assuming when you refer to "animation" here, you mean streaming new tiles... otherwise animation is an artistic skill that's not specifically linked to any tech spec.
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Rafael Daniel
Rafael Daniel@faeldaniel·
@iNCEPTIONALNEWS He's truly amazing. The problem is that it's not just sprites here; there's a whole data flow mechanism involved that demands a lot from the hardware.
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iNCEPTIONAL
iNCEPTIONAL@iNCEPTIONALNEWS·
@faeldaniel Very nice. You might also want to get in touch with Maxwel Olinda at some point too—he created a very impressive SNES Samurai Shodown fighting demo featuring two huge Earthquake sprites, and could possibly offer some additional valuable insight on the SNES side.
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Rafael Daniel
Rafael Daniel@faeldaniel·
@SNESTesterAlex These are all shelved projects that I'm finally having time to play around with. This is already an engine to be used in something similar, and who knows, maybe I'll release some tech demos with something from KOF.
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Rafael Daniel
Rafael Daniel@faeldaniel·
@SNESTesterAlex Yes, I intend to! Right now I'm trying to learn how to make the track physics as natural as possible. Overall, that's the biggest challenge; the rest will all be done via sprites, and in a way, that's easier.
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Alex der SNES Blogger (snes-testberichte.de)
@faeldaniel Will you add street signs and trees and other stuff? I always thought this was able to add way more depth to such racing games. It wasn't as much of a thing in Top Gear as it should have been...
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Rafael Daniel
Rafael Daniel@faeldaniel·
#projectR #snes #homebrew - v0.20; - Track Map mechanics; - Increased horizontal range; - New horizontal perspective effect; - Fluidity in the game mechanics; - Visual glitchs on the track fixed; - More optimizations;
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Rafael Daniel
Rafael Daniel@faeldaniel·
@alekmaul The fork you created of TinyCC. I generally use many of your tools in my projects, although I created my own library with only what I need. But in this specific case, since I intend to use the code for Genesis, I opted to use C entirely and ASM for the specific console functions.
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Alekmaul
Alekmaul@alekmaul·
@faeldaniel oh, C language :O! which compiler are you using?
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Rafael Daniel
Rafael Daniel@faeldaniel·
@Voultar Great idea! I have a lot of Japanese too and I'll consider doing that.
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Voultar
Voultar@Voultar·
My back-log isn't just Edge-Enhancer installs! Final Fantasy IV has been translated to a more "accurate" English localisation for this customer using my SNES 8 Megabitz! A non destructive way to translate and modify original carts! Back to work!
Voultar tweet media
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Rafael Daniel
Rafael Daniel@faeldaniel·
@RheoGamer Realmente impressionante o seu trabalho pro nosso megão! Coisa linda de mais.
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