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Thread: Comparison of 4th generation ("8/16-bit") system hardware

  1. #271
    Smith's Minister of War Raging in the Streets Kamahl's Avatar
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    Quote Originally Posted by Chilly Willy View Post
    It should cause the DMA to pause until the new position is reached if you give it a bigger line number, or will do NOTHING if you give it a line number you are already past.
    I was wondering what the effect onscreen would be like, what do you mean by "do nothing"? Not drawing? So it'll leave an empty 16pixel line onscreen? Or will it just draw the old data?
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  2. #272
    ESWAT Veteran Chilly Willy's Avatar
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    Quote Originally Posted by Kamahl View Post
    I was wondering what the effect onscreen would be like, what do you mean by "do nothing"? Not drawing? So it'll leave an empty 16pixel line onscreen? Or will it just draw the old data?
    Do nothing means it won't change how it's working - fetching the next couple words of image data on the next horizontal blank. So setting the vpos larger will make it stop drawing the sprite until the new vpos is reached, while setting the vpos smaller won't change the fact that the DMA is running and will keep running until the stop line is reached.

    Only changing the hpos has the potential of doing anything more on the current line - setting it larger than the current position will rearm the sprite to show again on the same line. Any other h value is as worthless as setting the vpos smaller.

  3. #273
    Smith's Minister of War Raging in the Streets Kamahl's Avatar
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    Quote Originally Posted by Chilly Willy View Post
    Do nothing means it won't change how it's working - fetching the next couple words of image data on the next horizontal blank. So setting the vpos larger will make it stop drawing the sprite until the new vpos is reached, while setting the vpos smaller won't change the fact that the DMA is running and will keep running until the stop line is reached.

    Only changing the hpos has the potential of doing anything more on the current line - setting it larger than the current position will rearm the sprite to show again on the same line. Any other h value is as worthless as setting the vpos smaller.
    Ok I understand now, thanks .
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  4. #274
    ESWAT Veteran Chilly Willy's Avatar
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    Quote Originally Posted by Kamahl View Post
    Ok I understand now, thanks .
    No problem.

  5. #275
    Hero of Algol kool kitty89's Avatar
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    This was never answered:
    Quote Originally Posted by kool kitty89 View Post
    Quote Originally Posted by Kamahl View Post
    It doesn't? What did you expect it to say? Clouds and Rooftops are on the same layer, they're not sprites.

    EDIT: I'm an idiot , the rooftops are actually on the High priority setting, the clouds are only scroll A, nothing special here.
    Huh? The (scrolling/overlapping) clouds and rooftops are still on scroll plane A, right? (so that still doesn't answer the question)

    Or are you saying the rooftops on plane B in high priority . . . and emulators display high-priority plane B tiles as part of plane A. (that would also explain some of the odd things I noticed when toggling the layers in ZAMN)
    Do emulators display high-priority tiles even on tilemap that's disabled? (that would explain a few other odd cases where something that should be a separate scroll layer appears to actually be on the other layer -like the scrolling BG in BC racers and the scrolling starfield in Duke 3D, or the BG in ZAMN)
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.

  6. #276
    WCPO Agent Sik's Avatar
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    That specific emulator lets you disable just low/high priority tiles as if they were another layer. Nothing to do with what the actual hardware does.

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    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by Sik View Post
    That specific emulator lets you disable just low/high priority tiles as if they were another layer. Nothing to do with what the actual hardware does.
    Yes, but I wanted to know what issue with the emulator (if any) would make parts of 1 layer remain on-screen even with that entire layer disabled. (which is what I'm apparently seeing in Gens too -looks pretty much identical to what Kamahl's screenshot shows)


    Quote Originally Posted by Kamahl View Post
    Chuck Testa:

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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.

  8. #278
    Smith's Minister of War Raging in the Streets Kamahl's Avatar
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    The plane isn't disabled, only the LOW plane is disabled. They're treated separately on Gens/GS (which was the emulator used to get that screenshot).
    If I disable the High Scroll B the rooftops disappear.

    I didn't notice that when I took the screenshot either .
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  9. #279
    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by Kamahl View Post
    The plane isn't disabled, only the LOW plane is disabled. They're treated separately on Gens/GS (which was the emulator used to get that screenshot).
    If I disable the High Scroll B the rooftops disappear.

    I didn't notice that when I took the screenshot either .
    Hmm, then Gens/Gens+ only disables the low priority stuff? (or thinks that high priority plane B is part of plane A -high and low priority)

    In any case, shadow would technically work for this situation, right? (plane A having shadow enabled)
    6 days older than SEGA Genesis
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.

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    Quote Originally Posted by kool kitty89 View Post
    Hmm, then Gens/Gens+ only disables the low priority stuff? (or thinks that high priority plane B is part of plane A -high and low priority)

    In any case, shadow would technically work for this situation, right? (plane A having shadow enabled)
    No one should use Gens or Gens+, EVER.
    Assuming there's no "weirdness" when it comes to priorities, then yes.
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  11. #281
    WCPO Agent Sik's Avatar
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    Quote Originally Posted by kool kitty89 View Post
    Hmm, then Gens/Gens+ only disables the low priority stuff? (or thinks that high priority plane B is part of plane A -high and low priority)
    No, it doesn't think that high priority plane B is part of plane A, it's just treating it like its own layer =/

    Quote Originally Posted by kool kitty89 View Post
    In any case, shadow would technically work for this situation, right? (plane A having shadow enabled)
    Shadow isn't enabled for specific "planes", it's enabled overall. I assume you mean having all the plane A tiles high priority so they default to normal lighting? (if in a given pixel both planes are low priority, then that pixel is shadowed by default unless a sprite overrides it)

  12. #282
    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by Sik View Post
    No, it doesn't think that high priority plane B is part of plane A, it's just treating it like its own layer =/
    I checked, and Gens+ definitely displays high priority tiles of the back layer as part of the top plane in some cases (including crusader of centy), hence my confusion. (if you disable plane B in Crusader of Centy, the rooftops remain even though they're part of plane B -likewise, if you disable plane A, the roofs and clouds both disappear) I'll stick to Gens/GS from now on for such tests.

    Shadow isn't enabled for specific "planes", it's enabled overall. I assume you mean having all the plane A tiles high priority so they default to normal lighting? (if in a given pixel both planes are low priority, then that pixel is shadowed by default unless a sprite overrides it)
    I meant the clouds cloud effect be solid and using shadow rather than a dithered mesh. (those dithered shadows are the only things on plane A) Shadow isn't good for colored shadows (let alone multicolor/multi-shade translucent objects), but this case fits perfectly for shadow. (the clouds on plane A are at the highest priority on-screen -except for the sprites in the status display- and the cloud shadows are the only things being displayed on plane A)
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.

  13. #283
    WCPO Agent Sik's Avatar
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    Quote Originally Posted by kool kitty89 View Post
    I checked, and Gens+ definitely displays high priority tiles of the back layer as part of the top plane in some cases (including crusader of centy), hence my confusion. (if you disable plane B in Crusader of Centy, the rooftops remain even though they're part of plane B -likewise, if you disable plane A, the roofs and clouds both disappear) I'll stick to Gens/GS from now on for such tests.
    Hint: if you see "low" and "high" when you can disable layers, to remove an entire plane you need to disable both (e.g. "low plane A" and "high plane A").

    Quote Originally Posted by kool kitty89 View Post
    I meant the clouds cloud effect be solid and using shadow rather than a dithered mesh. (those dithered shadows are the only things on plane A) Shadow isn't good for colored shadows (let alone multicolor/multi-shade translucent objects), but this case fits perfectly for shadow. (the clouds on plane A are at the highest priority on-screen -except for the sprites in the status display- and the cloud shadows are the only things being displayed on plane A)
    Wouldn't work, this kind of shadow has tile granularity (I know I have mentioned using this technique before, but that involved using raster effects to collapse tiles to single lines and then making extremely horizontal clouds to compensate for the lack of granularity horizontally). If you want something like this, you need sprites, and those sprites will hide any other sprites under them (so they only show the tilemaps under them).

  14. #284
    Hero of Algol kool kitty89's Avatar
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    Quote Originally Posted by Sik View Post
    Hint: if you see "low" and "high" when you can disable layers, to remove an entire plane you need to disable both (e.g. "low plane A" and "high plane A").
    Gens and Gens+ don't have those options in the "layers" section of video, just A, B, and sprite. (no priority)

    Wouldn't work, this kind of shadow has tile granularity (I know I have mentioned using this technique before, but that involved using raster effects to collapse tiles to single lines and then making extremely horizontal clouds to compensate for the lack of granularity horizontally). If you want something like this, you need sprites, and those sprites will hide any other sprites under them (so they only show the tilemaps under them).
    Tilemap shadow effects are only on a per-tile basis, not per-pixel? (you can't have a pattern of shadow and transparent -let alone other color- pixels within a tile?)
    6 days older than SEGA Genesis
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    Quote Originally Posted by evilevoix View Post
    Dude it’s the bios that marries the 16 bit and the 8 bit that makes it 24 bit. If SNK released their double speed bios revision SNK would have had the world’s first 48 bit machine, IDK how you keep ignoring this.

  15. #285
    Smith's Minister of War Raging in the Streets Kamahl's Avatar
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    Quote Originally Posted by kool kitty89 View Post
    Tilemap shadow effects are only on a per-tile basis, not per-pixel? (you can't have a pattern of shadow and transparent -let alone other color- pixels within a tile?)
    I asked a similar question earlier in the thread, either Chilly didn't understand my question or there's some confusion going on .
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