Search found 256 matches

by tomaitheous
Thu Feb 18, 2010 11:00 am
Forum: Video Display Processor
Topic: SMD TV Screen Resolutions !
Replies: 6
Views: 5279

Re: SMD TV Screen Resolutions !

I was puzzled by what SMD screen resolutions hsould be for a game. The screen size depends on what the hardware is capable of running do you know what the options are? My research says that horizontal resolution can be either 256 pixels or 320. 256 pixels will result in non-square pixels on the TV,...
by tomaitheous
Thu Feb 18, 2010 10:40 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

- more CRAM. The VDP has 40 10-bits words of VSRAM and 64 9-bits words of VSRAM. So, adding another, let's say 64 words inside of VSRAM, is adding more than 50% of embedded RAM. I can't find any evidence supoprting or denying this hypothesis. Looking at the mere TMS9918/A, it lacks (a lot) of CRAM....
by tomaitheous
Thu Feb 18, 2010 10:09 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

The spec sheets are cited, I am not making anything up, merely trying to simplify. Okay, specs are off, which ones and how so? And no, I don't take the word of somebody who resorts to personal insults in a discussion. You will have to provide proof from now on. Yeah, cause you'll take specs from si...
by tomaitheous
Thu Feb 18, 2010 5:18 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

I think good evidence on the SMS compatibility would be to find sales figures if possible, for the Power Base Converter, by region if possible. I think it is fiscally irresponsible that they wasted resources on SMS compatibility. It may be an opinion but there is a valid point there too. I see your...
by tomaitheous
Thu Feb 18, 2010 12:21 am
Forum: Megadrive/Genesis
Topic: Making Commercial Games
Replies: 20
Views: 12512

Chilly Willy is the man ;)
by tomaitheous
Thu Feb 18, 2010 12:20 am
Forum: Megadrive/Genesis
Topic: IF everyone here Pooled ...
Replies: 11
Views: 6654

I agree with MottZilla and MottZilla. Huge, that it soo true :D Many of us can pulls tricks out of our ass for all kinds of effects, but try to get us to design something on the level of professional top tier games, and it's not going to happen. Gameplay and overall design is really hard to work out...
by tomaitheous
Wed Feb 17, 2010 1:46 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

I'd say that it amazes me that you could write such an incredibly long paragraph like this and think it's not biased, but I'm really not amazed. It isn't your fault either, bias is inevitable. I like the Genesis because I like the games I can play on it. I also own a DUO/R and SNES that I keep hook...
by tomaitheous
Tue Feb 16, 2010 1:23 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

The only thing I would point out is that the differences in some objects or background elements would appear to be a mere palette choice difference if you looked at these shots through the actual composite outs. First off, what does composite have to do with anything? Are you making some sort of ha...
by tomaitheous
Sat Feb 13, 2010 3:40 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

Two HuC6280s? I've never heard of the TurboGrafx having two of them. AFAIK the HuC6280 contains both the CPU and the sound circutry (and some other stuff) in one package, much like the 2A03 that was used in the NES. EGM was responsible for that crap! The magazine couldn't get its fact straight for ...
by tomaitheous
Sat Feb 13, 2010 2:57 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

I can tell you first hand that the CPU is running 7.159mhz in high speed and 1.79mhz in low speed. It's *always* running in high speed unless it's accessing BRAM, which NEC states should be accessed at low speed (although I've had no problem accessing it in high for tests). Besides my own tests I've...
by tomaitheous
Fri Feb 12, 2010 12:04 pm
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

I know this thread is about color counts/detail, but what about horizontal resolution? What I like about MegaDrive is that most games use 40 column display mode which is good for emulation on QVGA LCDs, i.e. various handhelds like GP2X (yes I'm from handheld scene). SNES and PCE games mostly use 32...
by tomaitheous
Fri Feb 12, 2010 8:28 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

Inexcusable is a very strong word when we have no facts to add to the discussion. It is inexcusable. And there are plenty of facts to support that. I can point out some simple ones: PCE was already out 1 year before the Megadrive with an incredible amount of 32 subpalettes. NES was out 5 years earl...
by tomaitheous
Fri Feb 12, 2010 2:32 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

I was referring to SNES/TG16 games, that display similar effects to top Genesis software, not displaying over 32 colors more than the 61 color limitation of most Genesis games. Any SNES/TG16 games I have seen with more than four scrolling background layers are limited to 90-100 colors on screen. Ar...
by tomaitheous
Tue Feb 09, 2010 3:59 am
Forum: Video Display Processor
Topic: Color counts per screen
Replies: 137
Views: 83847

The PCE has 32 total sub palettes, or 482 colors, and yet no PCE title displays more than 96 colors simultaneously, even in a static screen. So at best the PCE actually displayed only two more sub palettes on screen simultaneously. Than what? The Genesis? You obviously don't understand limitations ...
by tomaitheous
Fri Jan 22, 2010 3:25 pm
Forum: Video Display Processor
Topic: Sprite Table Address Wierdness
Replies: 16
Views: 13335

So I'm probably wrong. Sorry for muddying the waters. Well, it's nothing but speculation on my part. Hehe ;) If we could slow down the clock to the VDP by quite a bit and spy on vram, we could probably figure out what's being read from start to finish on a scanline for vram and at what points. This...