Finally implemented my High Color BG3 with the other BG's. It's using 3 HDMA channels to update 4 palettes every 8 scanlines. Next step, HUD integration, I need to be more flexible with my IRQ handler. Let's code an IRQListHandler ! #snes#snesdev#indiedev#retrogamedev
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.
Been working on this since last week after witnessing the Dragon's Lair Snes port by astrobleem on github [https://t.co/XXJ0Evu00G] with strong compression issue. I managed to get all the bandwith needed to stream FMV at 30fps from MSU1 data. #snes#snesdev#msu1#retrodev
@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…
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 ;)
@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) ?
@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.
@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.
@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...