Search found 49 matches

by iNCEPTIONAL
Thu Mar 21, 2024 9:14 pm
Forum: Video Display Processor
Topic: Capabilities of various VDPs at parallax effects
Replies: 35
Views: 153933

Re: Capabilities of various VDPs at parallax effects

To get back to something more in line with the original topic, I was just curious if you are able to set the background tiles to high and low priority on Genesis, SNES and PC Engine, so you can move objects in front and behind different parts of a single background layer on a per-tile basis? This wa...
by iNCEPTIONAL
Sat Sep 16, 2023 8:50 am
Forum: Video Display Processor
Topic: Man, Blast Processing is not what I thought it was. . . .
Replies: 5
Views: 12492

Re: Man, Blast Processing is not what I thought it was. . . .

Since I'm here, here's a few more representative SNES-accurate standard 8bpp images I recently made using Rilden's Tiled Palette Quantization tool just to see how good they could look at a minimum before any other tricks are employed: 11.png 12.png 13.png Of course, you'd need to scroll the screen t...
by iNCEPTIONAL
Fri Sep 15, 2023 7:47 pm
Forum: Video Display Processor
Topic: Capabilities of various VDPs at parallax effects
Replies: 35
Views: 153933

Re: Capabilities of various VDPs at parallax effects

Until someone tries to truly push the SNES to output something beyond the 8bpp 256-colour 256x224-resolution images that are possible as standard in Modes 3 and 4 on the system, the following representative examples of stock-SNES-spec accurate images as they would be viewed in pixel perfect mode on ...
by iNCEPTIONAL
Sat Aug 26, 2023 8:48 pm
Forum: Megadrive/Genesis
Topic: Megadrive vs Snes Hardware
Replies: 2
Views: 33104

Re: Megadrive vs Snes Hardware

Here's what I think in terms of where each system has an actual meaningful advantage over the other in real games you sit there and play rather than specs on bits of paper: Genesis almost always has a higher horizontal resolution, which usually means more view of the level ahead; can have more sprit...
by iNCEPTIONAL
Thu Aug 24, 2023 8:04 am
Forum: Video Display Processor
Topic: Capabilities of various VDPs at parallax effects
Replies: 35
Views: 153933

Re: Capabilities of various VDPs at parallax effects

Good to know. Thanks. :) Yeah, it makes sense that the SNES' default Mode 3/4 colour options are obviously already capable of great looking 8bpp 256-colour images. But I guess since the idea/exercise is to find ways to push as many colours and as high a resolution as can be achieved to get the most ...
by iNCEPTIONAL
Wed Aug 23, 2023 10:11 pm
Forum: Video Display Processor
Topic: Capabilities of various VDPs at parallax effects
Replies: 35
Views: 153933

Re: Capabilities of various VDPs at parallax effects

The PCE has a high resolution mode that allows blending colors to move beyond its palette. The Genesis can also do this... on composite output on a TV that filters composite input. Blending colors really eats into detail, though, which is why having the high resolution mode on the PCE makes blendin...
by iNCEPTIONAL
Sat Jul 29, 2023 12:43 pm
Forum: Megadrive/Genesis
Topic: Regarding the 480i mode on Genesis. . . .
Replies: 23
Views: 244890

Re: Regarding the 480i mode on Genesis. . . .

So, is this combing basically constantly present in Sonic 2's 2-player mode then? Pretty much. High end TVs used to have modes where they did various processing on interlaced signals to make them look better. Given how little interlace tends to be used any more, I'm not sure what most modern TVs do...
by iNCEPTIONAL
Sun Jul 09, 2023 10:23 am
Forum: Video Display Processor
Topic: Capabilities of various VDPs at parallax effects
Replies: 35
Views: 153933

Re: Capabilities of various VDPs at parallax effects

I know it's a nitpick, but it's not 2048 direct color mode. It's a 256 RGB (3:3:2) direct color mode.. with 8x8 color " emphasis " bits support. That's a HUGE difference. It's super misleading when you present it as "2048 direct color mode". That said, the alternative 8bit palette color mode with 4...
by iNCEPTIONAL
Wed Jul 05, 2023 6:30 pm
Forum: Video Display Processor
Topic: Capabilities of various VDPs at parallax effects
Replies: 35
Views: 153933

Re: Capabilities of various VDPs at parallax effects

I don't think anyone has made a decent converter for images using S/H.. at least not publicly. That's true :( I came across this one - Bitmap MD from Markey Jester https://www.youtube.com/watch?v=BcRDfi2XVMk But it's not show full MD/Gen (color wise) potential. At least I can't repeat Toy Story's c...
by iNCEPTIONAL
Sat Jul 01, 2023 8:48 pm
Forum: Video Display Processor
Topic: Capabilities of various VDPs at parallax effects
Replies: 35
Views: 153933

Re: Capabilities of various VDPs at parallax effects

Anyway, for mode 7 - I think anything at the level of the SMW demo or better is really nice. You don't have to be technically inclined to know as a gamer, back then, that when mode 7 was used - pretty much all BG layering were removed (I think even magazines pointed out this limitation) - so gettin...
by iNCEPTIONAL
Sat Jul 01, 2023 1:51 pm
Forum: Video Display Processor
Topic: Capabilities of various VDPs at parallax effects
Replies: 35
Views: 153933

Re: Capabilities of various VDPs at parallax effects

https://www.youtube.com/watch?v=1iq8nQ2Bd80 ^ This was dead simple to do. There's no crazy code or optimizations. It's just a simple concept and execution. Lot of cpu resource left over too in the frame. You know, I just realised something. Having mentioned previously that your parallax demos, the ...
by iNCEPTIONAL
Sat Jul 01, 2023 12:26 pm
Forum: Video Display Processor
Topic: DMA during HBlank ...
Replies: 2
Views: 20356

Re: DMA during HBlank ...

OK. Thanks for the info. :)
by iNCEPTIONAL
Sat Jul 01, 2023 9:45 am
Forum: Video Display Processor
Topic: Swapping in/out background/sprite tiles
Replies: 9
Views: 62478

Re: Swapping in/out background/sprite tiles

OK, cool. Thanks very much. :)
by iNCEPTIONAL
Sat Jul 01, 2023 5:45 am
Forum: Video Display Processor
Topic: DMA during HBlank ...
Replies: 2
Views: 20356

DMA during HBlank ...

Can the Genesis DMA during HBlank, and if so, what's the difference between how it works compared to the SNES' HDMA? What are the advantages/disadvantages of each of the approaches there? Because, I think I've read the Genesis can DMA during active scan and the SNES cannot, which seems like a huge a...
by iNCEPTIONAL
Fri Jun 30, 2023 10:32 pm
Forum: Video Display Processor
Topic: Swapping in/out background/sprite tiles
Replies: 9
Views: 62478

Re: Swapping in/out background/sprite tiles

Thanks for all the considered responses, TmEE. This is really helping me understand a lot of this stuff much better. I mean, it's still complex, but it's becoming more comprehensible. :D "It is why your game logic needs to fit into one frame and be short enough that it won't spill into the passive s...