Search found 142 matches

by sheath
Mon May 17, 2010 7:17 pm
Forum: Video Display Processor
Topic: 2-cell vertical scrolling + horizontal scrolling
Replies: 36
Views: 29513

Have we confirmed that there are no polygons in these games? With the way the stands and buildings look as you pass them I couldn't figure they were not polygonal. I kept expecting to see some sort of bitmap/2D telltale and never did.
by sheath
Mon May 10, 2010 11:51 am
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 79352

It was the ads in my 1991 magazines that reminded me of it. For some reason I blew it off back in the day, but the reviews were even positive. After a quick play in Fusion I snagged it at the local swap shop for $4 in box. I also got Hyperzone and Hole in One Golf for SNES for the same reasons. Maga...
by sheath
Wed May 05, 2010 5:28 am
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 79352

I decided to use this thread to catalog games that use more than five scrolls in games. Over the next few days I will be adding the catalog of games I have already tested to the original post. Bimini Run - eight line scrolls to the horizon Waves animate to appear like scaling Only one layer represen...
by sheath
Sat May 01, 2010 8:59 pm
Forum: Sound
Topic: Rocket Knight digital sounds
Replies: 9
Views: 7981

Synth not analog, got it. This is yet another problem with trying to define things based on internet discussion. ;) On samples cutting out, I noticed that the first SF2 on SNES does this with the voice samples if another voice sample starts (Music plays without interruption if I recall though). I've...
by sheath
Sat May 01, 2010 3:22 am
Forum: Sound
Topic: Rocket Knight digital sounds
Replies: 9
Views: 7981

I've noticed that Street Fighter 2:SCE/Turbo has a ton of digital samples in the music in addition to the voice samples. Super SF2 by comparison seems to stick to analog for the music and digital for the voice samples with a few exceptions. I thought this was interesting given that Super SF2 has les...
by sheath
Wed Apr 14, 2010 4:12 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 79352

Thanks Tom, your input has always been extremely helpful. I couldn't find any documents that contained the sprite pixel limitation, so I was forced to use the SNES wikibook, but your input backing it up made that an easier decision. If anybody is interested, I have updated all of the spec sheets on ...
by sheath
Sat Apr 10, 2010 3:49 pm
Forum: Blabla
Topic: Games for porting to SMD
Replies: 21
Views: 16857

The PC version just has 2D backgrounds, the FMV was added to the Sega CD. Also, I think the polygonal ships in both versions are all animated sprites, not scaled or real time generated polygons.

PC Version Vid
by sheath
Fri Apr 09, 2010 7:07 pm
Forum: Blabla
Topic: Games for porting to SMD
Replies: 21
Views: 16857

Sega CD Silpheed might as well be a totally different game. From what I can tell even the enemy placements are different than the original Silpheed. I recommended the DOS version for two reasons. We would be able to see how much was actually in common between the two versions. I would be able to pla...
by sheath
Thu Apr 08, 2010 4:08 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 79352

Thank you Mr. MacDonald. It took me twice as long to skim through SNES documentation as it did Genesis or TG16 docs because there is over twice as many documents, and because they are far more technical in nature. Overall, I haven't found any technical reason why the SNES library doesn't exemplify b...
by sheath
Tue Apr 06, 2010 6:38 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 79352

Anomie's Register Doc Version WIP (reg.txt) implies that Mode 2 is virtually identical to the way the Genesis VDP handles backgrounds. I am sure there are differences, but capability wise I cannot see why this mode couldn't be just as capable of 8 line scrolls as the VDP is. So, unless developers ju...
by sheath
Mon Apr 05, 2010 5:24 pm
Forum: Blabla
Topic: Games for porting to SMD
Replies: 21
Views: 16857

Hmm, I assumed old DOS/C64/Amiga games could be easily decompiled. If we're looking for actually released source code I'm all out. ;)
by sheath
Sat Apr 03, 2010 12:48 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 79352

HDMA aside, it seems like SNES developers chose to design their games around the SNES' "Mode" system for backgrounds. Based on the games, I'd say they typically stuck to Modes 1-4 if they weren't using Mode 7. At least, I can't think of any reason why they would want an overabundance of 4-color back...
by sheath
Sat Apr 03, 2010 11:22 am
Forum: Blabla
Topic: Games for porting to SMD
Replies: 21
Views: 16857

I'd vote for the original Dos Silpheed I'd also really love to see Gate of Doom/Dark Seal ported to Genesis (or anything from that gen really). But it looks like it's in the Data East Collection for Wii. It looks like Abandonia has a ton of games listed that I've never heard of. Also, but probably f...
by sheath
Fri Apr 02, 2010 7:11 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 79352

I still can't find the requirement for updating anything every frame based on whether scrolling lines or cells was enabled. If it's there it's not documented very well. Also, it sounds like the Genesis' ability to line/cell scroll through the VDP is tied to a one word per line offset for each layer'...
by sheath
Fri Apr 02, 2010 5:57 pm
Forum: Video Display Processor
Topic: Understanding the VDP's scrolling capabilities.
Replies: 67
Views: 79352

I'm curious how we know this is the case. All of the register entries, in both Genesis Technical Documentation 1.0 and MacDonald's genvdp.txt, make no mention of per frame updating. Genesis Tech Doc makes it sound like you just set the speed of each scroll once, but neither fully explain the process...