Recent Posts

51
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on April 06, 2018, 04:26:32 pm »
ouch. I'm not sure I have the desired level to convert the pixels of my SchoolZone to such limited rules yet. Not that it makes GameScript-to-68000 machine code less interesting, but it would require a different art set, for sure.
52
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by sverx on April 06, 2018, 03:10:54 pm »
like 4 palettes for sprites + 4 other palettes for BG ?

mmm... no.
4 palettes total. Each of them can be used for BG tiles and/or for sprites (but some colors do have special effects...)
53
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on April 06, 2018, 03:02:57 pm »
like 4 palettes for sprites + 4 other palettes for BG ?
54
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by sverx on April 06, 2018, 09:28:29 am »
Of course you need a total overhaul, but 64KB VRAM are enough to build quite complex backgrounds. Also, tiles are 16 colors (*) but you've got 4 palettes.
(*) 15+1 common, actually...
55
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on April 06, 2018, 05:43:43 am »
On a MegaDrive, you've got 64KB total, but part of it is reserved to tilemaps and SAT (OAM).
https://twitter.com/i_am_sverx/status/970600835561508864

edit: oh, sure you've seen that already.  :-[


indeed ;) but I overlooked the numbers :-/
56
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by sverx on April 05, 2018, 10:04:03 am »
On a MegaDrive, you've got 64KB total, but part of it is reserved to tilemaps and SAT (OAM).
https://twitter.com/i_am_sverx/status/970600835561508864

edit: oh, sure you've seen that already.  :-[

57
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on April 04, 2018, 09:21:18 pm »
Please explain what you need to do, we can discuss the thing together :)
Well, I thought the major barrier would be the CPU speed. I'm running bytecode-based expressions evaluation on the NDS (at 66MHz) and it works correctly, and I expected the need to convert that into native code expressions (thus compiling the former into e.g. 68000 machine code).

But I'm realizing that even the art itself might be over the specs. I loaded 64K of tiles for the playground, almost another 64K for the parallax background and yet another 64K for the sprites. I would have to re-think the art so that it works in 4bpp, first, but even that might not be enough to fit everything into a 16-bit console's video memory, at least not on SNES. I couldn't work with such "static tilesets" on 16-bit. I'd need a strong algorithm to move data between ROM and VRAM, and tracking what will be referenced next and what isn't. And maybe even delaying the transition to an attack move of a monster if the DMA pipeline is already full for this frame. Significant work, thus.
58
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by spacefractal on April 04, 2018, 09:15:29 am »
You should checkout the OverDrive and OverDrive 2 demos that came to MegaDrive:
https://www.youtube.com/watch?v=OGDtViPngi8

https://www.youtube.com/watch?v=gWVmPtr9O0g

Howover the last one used undocumented features, which does not work on all Mega Drives, but only on some as im have read. So its would newer works as a game (the music alone is also 3.5mb out of 8mb total).

But.... Its cool anyway.
59
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by sverx on April 03, 2018, 11:03:16 am »
I don't know exactly what you need to do, but the MD is quite powerful. I wouldn't say 50% the GBA, though - that's lower IMHO.
Please explain what you need to do, we can discuss the thing together :)
60
General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on March 31, 2018, 10:30:41 am »
I was toying with the idea of generating SNES/MD code for my animations ... But it looks like I'm over-estimating the powers of those 16-bit machine. At least half the powers of a GBA, I'd say. If there ever is Bilou on SNES or MegaDrive, that won't be in 2018, I'm afraid ...