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Acmlm's Board - I3 Archive - General Gaming - Tips on NDS homebrew New poll | |
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interdpth

Mole
MZM rapist


 





Since: 11-18-05

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Posted on 06-25-06 04:42 PM Link | Quote
Would it be possible for the ARM9 to handle the SNES's process and the ARM7 to handle SuperFX's? Or just make a switch function if it detects a different processor?
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

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Posted on 06-25-06 05:59 PM Link | Quote
Still working through that... many things can only be done on the ARM7 side... like reading the buttons and the touch screen. And the 3D graphics engine might be on the ARM9 side... so I have to look into it a bit more.

edit: wtf... how could I forget that the ARM9 and the ARM7 have a whole different set of registers... gah. So yeah perhaps SuperFX could be done natively with command conversions. So that leaves... music as the largest potential gap. But the DS handles music much differently than the SNES... it doesn't have a seperate subprocessor from what I can tell.


(edited by MathOnNapkins on 06-25-06 05:47 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

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Posted on 06-25-06 11:48 PM Link | Quote
I think it's been said that if the core were optimized enough, SNESDS could emulate the DSP-1, but SuperFX is unlikely. AFAIK the ARM9 already has its hands full doing 65816 emulation, and ARM7 is busy with SPC700 emulation and other things. That's without even software rendering - right now it feeds the graphics data to the DS's graphics hardware directly, which has some accuracy problems since SNES's GPU could do things DS's can't.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

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Posted on 06-26-06 02:33 AM Link | Quote
The idea would be to convert the music to a more DS friendly format. As for handling graphics, you can always do it manually, even if it means buffering it somehow and using bitmaps. Running code natively will mean you will have more time to fix the output with some kind of generalized handler. What exactly does the SNES do that the DS is incapable of? The only things I can think of at the moment would be color add/subtract, transparency and windowing... and I'm pretty sure it has windowing and transparency. Perhaps the various BG and pixel priority modes would be hard to deal with.
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

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Posted on 06-26-06 11:02 AM Link | Quote
The tiles on SNES can override layer priority. That is, layer X is above layer Y, but select tiles of layer Y can still show up above layer X. No other console I know of can do this, and a lot of games use it, even simple ones like Super Mario World (for the scorebar).
I'm not sure if the DS has colour add/subtract or transparency. Worst-case scenario, I suppose you could draw each tile as a 3D quad.
MathOnNapkins

1100

In SPC700 HELL


 





Since: 11-18-05

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Posted on 06-26-06 06:30 PM Link | Quote
Yeah that's what I was talking about. Really gave me a headache when I tried to analyze Secret of Mana graphics a few months ago. How some parts of a BG can be on top of a BG it's supposed to be underneath.
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