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Main - Posts by Aaendi |
Aaendi |
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Red Koopa Level: 27 Posts: 5/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Something, I've been wondering forever. What kind of the animation engine does Donkey Kong Country have. The sprite pattern table is only 16kb, and you can only update 6kb during v-blank with the dma. |
Aaendi |
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Red Koopa Level: 27 Posts: 6/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
How much cpu power does Mario take up? More than half? |
Aaendi |
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Red Koopa Level: 27 Posts: 8/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Maybe there should be an add-on for the Super Nintendo, that uses a Hitachi 6309 and a memory mapper to take over the 65816's bus, and only use the 65816 for DMA commands, since dma was integrated into the same chip as the 65816.
Edit: When I posted this, I was bored with 65816 asm and wanted to try 6309 asm instead, but I realise that having just a new cpu wouldn't be much an addon. So my new idea would be an addon with: - hardware sprite rotation and scaling - hardware graphics compression - a second cpu - faster wram for the 65816 (no more wram waitstates) - a faster dma It doesn't matter what the specifics are, do you like the idea of a 32x-like addon to the Super Nintendo, so you can make new games with a 16-bit look, but go beyond the system's capabilities? Think GBA or NeoGeo style graphics. |
Aaendi |
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Red Koopa Level: 27 Posts: 9/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Why didn't the NES mario games have slowdown like the Snes game? Is it because the cpu doesn't have to calculate all that v-ram address junk for the NES like it does for the Snes? |
Aaendi |
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Red Koopa Level: 27 Posts: 12/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
I can't beleive this thread was answered. I feel a little embarased now, since I knew it was stupid.
Screw what I originally said. I have a better idea. How about an addon with a sprite scaling and rotation chip, a Hitachi 6309 cpu, a faster work ram, and faster dma transferring. There, that idea is much better. Mod Edit: New topic moved to this post. |
Aaendi |
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Red Koopa Level: 27 Posts: 13/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Okay is this way fine? I left the old version, and wrote stuff under it. |
Aaendi |
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Red Koopa Level: 27 Posts: 14/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
If you want to play it on either a tiny screen, or overpriced hardware, then sure. |
Aaendi |
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Red Koopa Level: 27 Posts: 15/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Wait, Neo Geo is selling for less than Snes is on ebay? |
Aaendi |
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Red Koopa Level: 27 Posts: 16/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
I'm not doing assembly to impress people nor doing it because I enjoy it. I'm only doing it for one reason, and that is so I can design my own game. I would rather be the sprite animator, and the level designer and have somebody else do the programming for me, but I looked for a programmer a long time ago but I'm the only one who actually knows how to program the kind of game I want to make. |
Aaendi |
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Red Koopa Level: 27 Posts: 17/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
A run'n'gun game. Everytime I ask someone to help me they just whine about the cpu. |
Aaendi |
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Red Koopa Level: 27 Posts: 18/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
The Super Nintendo's CPU.
btw, my WIP game is uploaded on this website under ID #2683 |
Aaendi |
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Red Koopa Level: 27 Posts: 19/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
I own a Super Nintendo, but there's not that many run'n'gun games on it, and I love run'n'gun games. Plus I like making sprites using the Super Nintendo's color palette. |
Aaendi |
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Red Koopa Level: 27 Posts: 20/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
They got money for it and I don't, and besides isn't C really slow? |
Aaendi |
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Red Koopa Level: 27 Posts: 21/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Whenever I try to learn C, I can't find any page that just lists instructions and functions ect. All I can find are boring slow tutorials that lose my interested. I already know how to type "Hello World" I just want to learn how I can draw a sprite or at least a dot, before I lose interest. |
Aaendi |
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Red Koopa Level: 27 Posts: 22/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Sure, go ahead and show your tile map code.
I also need to know what I need to do C. Please nothing with a command prompt. The command prompt doesn't work on my computer. |
Aaendi |
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Red Koopa Level: 27 Posts: 23/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
It's not all assembly languages that I consider as slave labor, it's mostly just 65816 asm.
1) you have to clear carry bit before adding. 2) you can't do math with the index registers. 3) you have to switch modes between 8-bit and 16-bit to use the other. Other cpus don't have these archetectural flaws. |
Aaendi |
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Red Koopa Level: 27 Posts: 24/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Posted by Parasyte Like? |
Aaendi |
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Red Koopa Level: 27 Posts: 25/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Posted by DahrkDaiz Most cpu's have both an add with carry, and an add without carry opcode. Posted by DahrkDaiz When your in a tight loop it becomes very useful. |
Aaendi |
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Red Koopa Level: 27 Posts: 26/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
Since it's taking so long for me to get my so-called animation engine, to be finished and working correctly, I'm wondering how other games did the animation, since I know the way I'm doing it can't be the easiest way.
The way doing it is, I'm dividing the 16k of sprite patterns into 128 16x16 blocks. All 128 sprites in the oam are 16x16 pixels, and each are given a designated 16x16 block of v-ram. During NMI time, 32 of the 128 16x16 blocks are updated. On the first frame, sprites 0-31 are uploaded, followed be sprites 32-63, then 64-95, and lastly sprites 96-127. Every 4 frames if changes sprite pattern tables, where one pattern table is shown, while the other is being updated. Then there is a sprite table that stores what sprite animation number and what screen coordinates to be displayed. The animation number points to a ROM address that has information on: - how many little sprites make up the big sprite - what are the ROM addresses for each sprite pattern - what are the displacements of little sprite in relation to the big sprite - what are the sprite attributes to each of the little sprites but there is a catch. Since it takes 4 frames to update the pattern tables, the displacements and attributes of the little sprites have to be delayed 4 frames after the sprite patterns are uploaded, or else every oam sprite will be out of alignment with the v-ram sprite pattern, everytime an object is created or dropped. |
Aaendi |
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Red Koopa Level: 27 Posts: 27/131 EXP: 109162 Next: 6997 Since: 10-18-09 Last post: 4667 days Last view: 4328 days |
I just thought of something. Did any game ever separate even and odd frames and switch back and forth between them?
I've always been curious how animation was done in games that have high framerates like DKC and Earthworm Jim. |
Main - Posts by Aaendi |
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