Search found 49 matches

by iNCEPTIONAL
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...
by iNCEPTIONAL
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 | | +------+------+------+---...
by iNCEPTIONAL
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.
by iNCEPTIONAL
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.
by iNCEPTIONAL
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?
by iNCEPTIONAL
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...
by iNCEPTIONAL
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...
by iNCEPTIONAL
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...
by iNCEPTIONAL
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...
by iNCEPTIONAL
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 ...
by iNCEPTIONAL
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...
by iNCEPTIONAL
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...
by iNCEPTIONAL
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...
by iNCEPTIONAL
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...
by iNCEPTIONAL
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...