Search found 49 matches
- Fri Jun 30, 2023 12:15 pm
- Forum: Video Display Processor
- Topic: Swapping in/out background/sprite tiles
- Replies: 9
- Views: 69436
Re: Swapping in/out background/sprite tiles
In general you do not count Active lines as part of your budget since that is where your game logic runs and in general games do not try to update VRAM in that time but do their logic, wait for Passive scan to start and then start the necessary transfers. So that 237 tiles is the absolute maximum y...
- Tue Jun 27, 2023 7:36 pm
- Forum: Video Display Processor
- Topic: Swapping in/out background/sprite tiles
- Replies: 9
- Views: 69436
Re: Swapping in/out background/sprite tiles
Theoretical maximums in each resolution : Number of tiles that can be transferred per frame : +---------+---------------------------+---------------------------+ | | 50Hz | 60Hz | | +-------------+-------------+-------------+-------------+ | | V224 | V240 | V224 | V240 | | +------+------+------+---...
- Fri Jun 23, 2023 9:13 am
- Forum: Video Display Processor
- Topic: Swapping in/out background/sprite tiles
- Replies: 9
- Views: 69436
Swapping in/out background/sprite tiles
How many [4bpp] background/sprite tiles can the Genesis dynamically swap in/out of VRAM each frame typically?
I'm just looking for a single number like it's around 10 tiles, 100 tiles, 50 tiles, however many tiles it is.
I'm just looking for a single number like it's around 10 tiles, 100 tiles, 50 tiles, however many tiles it is.
- Tue Jun 20, 2023 4:59 pm
- Forum: Video Display Processor
- Topic: Regarding Street Fighter II: Special Champion Edition . . .
- Replies: 4
- Views: 5463
Re: Regarding Street Fighter II: Special Champion Edition . . .
Ah, very interesting. And a very smart way of getting around the background limitations there. Thanks for posting the details.
- Mon Jun 19, 2023 11:31 am
- Forum: Video Display Processor
- Topic: Regarding Street Fighter II: Special Champion Edition . . .
- Replies: 4
- Views: 5463
Re: Regarding Street Fighter II: Special Champion Edition . . .
So it's the HUD that's sprites even in say Vega's stage? Or are some of the parts of the background there sprites?
- Sat Jun 10, 2023 3:36 pm
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 266198
Re: Regarding the 480i mode on Genesis. . . .
Yeah, that's a better way to describe it. The two fields interleave, and if there's motion, half the lines will be with the moving objects in one place, and the other half in another place. This kinda blurs the object as well. So, is this combing basically constantly present in Sonic 2's 2-player m...
- Mon Jun 05, 2023 10:14 am
- Forum: Video Display Processor
- Topic: Regarding Street Fighter II: Special Champion Edition . . .
- Replies: 4
- Views: 5463
Regarding Street Fighter II: Special Champion Edition . . .
Does anyone know if the whole energy bar area is done with sprites, a BG layer, or some combination of both, and if it's a combination, which parts are using what? I ask because there's clearly some stages that look to be using the two background layers for some full overlapping parallax, yet they s...
- Mon Apr 03, 2023 9:22 am
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 266198
Re: Regarding the 480i mode on Genesis. . . .
https://www.youtube.com/watch?v=D81W5nkUqt4&t=6s So, I was just looking at Sonic 2 again recently in the video above and noticed that it seems to be updating the 2-player game at 60fps (at least that's what it looks like when I skip through it frame by frame). Now, I thought any time one of these ol...
- Fri Jan 13, 2023 3:59 pm
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 266198
Re: Regarding the 480i mode on Genesis. . . .
The flickering you're speaking about is because the high resolution mode in done in 448i/480i (note the 'i' which means "interlaced resolution"). This is because that was the way TV was working back in day. Full resolution was made in 2 frames, one frame displaying odd lines, the other frame displa...
- Wed Jan 11, 2023 12:31 am
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 266198
Re: Regarding the 480i mode on Genesis. . . .
This is afaik the difference between the 2 interlaced modes on MD, one use 8x8 tiles while the other switch to 8x16 tiles. Unless I'm missing something, using one of the two interlaced modes as described in the developer's manual on pages 69 and 70, you either get pseudo double vertical resolution ...
- Sun Jan 08, 2023 4:58 pm
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 266198
Re: Regarding the 480i mode on Genesis. . . .
As Enforcer said, there is 2 interlacing modes on Sega Genesis, and one of them allow to preserve correct aspect. It's just that Sonic 2 used the other mode. See VDP register 0C description here: https://segaretro.org/Sega_Mega_Drive/VDP_registers LS1-LS0: Interlace mode: 00 = no interlace; 01 = in...
- Wed Dec 28, 2022 4:44 pm
- Forum: Video Display Processor
- Topic: Man, Blast Processing is not what I thought it was. . . .
- Replies: 5
- Views: 17833
Re: Man, Blast Processing is not what I thought it was. . . .
So, I recently read/watched a bit more on the direct colour mode for SNES, and, unless I'm missing something, doesn't the stuff in the following link mean it would actually be able to display as many as 2289 colours on-screen as standard (2048 on BG1 alone in direct colour mode, plus an additional 1...
- Tue Dec 27, 2022 1:29 pm
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 168635
Re: Capabilities of various VDPs at parallax effects
And, you're saying that using the two backgrounds with the single 256-colour palette [chosen from that 32,768 master palette] in SNES' Mode 3 or 4, with one background in 8bpp and the other in 4bpp or 2bpp (depends on the mode), plus some colour math and the like, would definitely be better than tr...
- Mon Dec 26, 2022 11:49 pm
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 168635
Re: Capabilities of various VDPs at parallax effects
Ah, yes, I didn't account for the transparent palette entries with the numbers on either Genesis or SNES. My bad. So, before worrying about any memory management and the like in an actual end image for now, or indeed any other tricks to increase the colours even further than normal, since, unlike wi...
- Mon Dec 26, 2022 12:36 am
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 168635
Re: Capabilities of various VDPs at parallax effects
Is there no "other" section on the forums? Oh well, shameless plug for my "hi color demo"... a wip demonstration, for PCE: https://www.youtube.com/watch?v=FjYw55qn8Rw Via snes: Direct color mode is okay, it has limitations of being stuck to a small overall color palette. I think mode 4 with 8bbp ti...