@Axelay71 Emulation exists. Mister exists. SHD3 Pro that adds SGX support to your base PCE exists. SGX add more than just a "bit more grunt". I develop on both the SGX and PCE. The SGX has more "grunt" than the MD (and even the SNES, minus mode7 and transparencies).
People need to stop calling this "fake HDMA". It's literally just traditional tried and true "interrupts".. and that's how it was done before the SNES decided to use a more efficient way of hsync register updates.
@Axelay71 Already happened on NES. And it does a lot more than what this article is showing off. It's quite impressive (not the warping part, but over all performance part).
@CocktailCabinet Yeah. Although I did a bit more than just provide some artwork haha. I designed how the original effect would work on MD (both main palettes and subpalettes - reducing it ot the smallest foot-print), mocked it up to prove it out (originally shadow/highlight was layered on top of the colored ghost to give it more colors BUT mostly use up less subpalette space on the MD), and created the assets for the MD side of it. It would have allowed 16 colors on the main ghost house layer (this demo keeps the ghost house area for TP at 7 colors), and use 16 colors of a second palette for the mono-chromatic colors. Leaving 32 free for use on anything else. Everything else is just simple grunt work; copy data (and & or | if needed). Shannon was poking around with some different takes on the original approach, like using an additional ADD to do a shift against all pixels (a different way of dividing up sections of the subpalette), and having a second S/H ghost at the same time making it more dramatic effect. But hey, at least I got a shout out hahah
@sdelfin Because this a chain "glitch". And later arcade versions removed it (CPS-2). Chain combos still exist in the other home ports (SNES and PCE). This is probably the most misleading thing on the internet haha.
@BobaTheFett It doesn't add any more vram. Vram. Video ram. Specialized ram that is attached directly to the VDP, and cannot be accessed either by the CPU or the cart, or anything else beside the VDP. That means nothing on the Everdrive can connect or expand it. So no, it doesn't add additional vram. There are a few different groups of ram on the MegaCD... none of them are vram. They're just ram. Again, vram has a very special and particular purpose, and no amount of any outside ram can substitute it. I mean, don't reply. It'll save the embarrassment on your side. But I know these things because I actually code for these retro systems. But sure, I lack mental capacity. smh
I love the fact that you think you automatically get twice the processing power from Everdrive simply by enabling MegaCD power. If only.
@BobaTheFett
No "flash cart" can give the MD, let alone SNES/PCE/SMS, more vram. It's impossible. That's a lack of understanding of what VRAM is on your part. And yeah, the largest hardware sprites are 32x32 max.. larger sprites than hardware sprites.. are meta sprites (which how a lot of snes/md/pce/sms/nes games get around the hardware limit.. pretty basic stuff). Developers have been making meta-sprites for generations (including ALL NES games doing this). And quite a bit of the other stuff you've posted are just inaccurate or a complete lack of hardware understanding. This demo is written in C, not even assembly. It doesn't use any special chips. It literally is pretty simple in design - have the storage space for the frames, fit the frame uploads in the allotted vblank bandwidth time, and have the room in vram for it. This doesn't need any special chips for assistance because there's nothing they can offer for this situation. And I can guarantee you this runs on the real hardware, "stock" hardware. No SegaCD or 32x involved here. If you open up the tweet, Pyron even says as much (he always shows off stuff running on real hardware via his CRT).
Calling out Pyron as just a palette swapper? That's quite a bit of an insult. One, he's not the developer/programmer for this, but both people involved are known in the scene and have been demoing stuff on the MD for a couple of years now. You'd know this from following the MD homebrew scene.
Comments 61
Re: Neo Geo Classic Magician Lord Gets Tentative Fan Port To NEC SuperGrafx
@Axelay71 Emulation exists. Mister exists. SHD3 Pro that adds SGX support to your base PCE exists. SGX add more than just a "bit more grunt". I develop on both the SGX and PCE. The SGX has more "grunt" than the MD (and even the SNES, minus mode7 and transparencies).
Re: Think The NES Can't Handle Mode 7? Think Again
People need to stop calling this "fake HDMA". It's literally just traditional tried and true "interrupts".. and that's how it was done before the SNES decided to use a more efficient way of hsync register updates.
Re: Think The NES Can't Handle Mode 7? Think Again
@Axelay71 Already happened on NES. And it does a lot more than what this article is showing off. It's quite impressive (not the warping part, but over all performance part).
Re: Neo Geo Classic Magician Lord Gets Tentative Fan Port To NEC SuperGrafx
@Axelay71 The SuperGRAFX has a CDROM attachment and can run with the Arcade Card
Re: Sega Genesis Is Finally Capable Of SNES-Style Transparency Effects Thanks To Clever Modders
@CocktailCabinet Yeah. Although I did a bit more than just provide some artwork haha. I designed how the original effect would work on MD (both main palettes and subpalettes - reducing it ot the smallest foot-print), mocked it up to prove it out (originally shadow/highlight was layered on top of the colored ghost to give it more colors BUT mostly use up less subpalette space on the MD), and created the assets for the MD side of it. It would have allowed 16 colors on the main ghost house layer (this demo keeps the ghost house area for TP at 7 colors), and use 16 colors of a second palette for the mono-chromatic colors. Leaving 32 free for use on anything else. Everything else is just simple grunt work; copy data (and & or | if needed). Shannon was poking around with some different takes on the original approach, like using an additional ADD to do a shift against all pixels (a different way of dividing up sections of the subpalette), and having a second S/H ghost at the same time making it more dramatic effect. But hey, at least I got a shout out hahah
Re: Analogue Duo Is Shipping On December 11th
@KillerBOB You probably missed this but it plays actual HUCARDs and CDs. You know, the physical media? The Mister does not.
Re: Did You Know SNES Street Fighter II Is Missing A Key Feature Of The Arcade Original?
@sdelfin Because this a chain "glitch". And later arcade versions removed it (CPS-2). Chain combos still exist in the other home ports (SNES and PCE). This is probably the most misleading thing on the internet haha.
Re: Did You Know SNES Street Fighter II Is Missing A Key Feature Of The Arcade Original?
Key feature? Way to misunderstand what this really is - it's a bug. And they fixed it in the later arcade releases. But yeah.."key feature" hahah.
Re: Footage Of Marvel Super Heroes Running On Sega Genesis Raises Eyebrows
@BobaTheFett It doesn't add any more vram. Vram. Video ram. Specialized ram that is attached directly to the VDP, and cannot be accessed either by the CPU or the cart, or anything else beside the VDP. That means nothing on the Everdrive can connect or expand it.
So no, it doesn't add additional vram. There are a few different groups of ram on the MegaCD... none of them are vram. They're just ram. Again, vram has a very special and particular purpose, and no amount of any outside ram can substitute it. I mean, don't reply. It'll save the embarrassment on your side. But I know these things because I actually code for these retro systems. But sure, I lack mental capacity. smh
I love the fact that you think you automatically get twice the processing power from Everdrive simply by enabling MegaCD power. If only.
Re: Footage Of Marvel Super Heroes Running On Sega Genesis Raises Eyebrows
@BobaTheFett
No "flash cart" can give the MD, let alone SNES/PCE/SMS, more vram. It's impossible. That's a lack of understanding of what VRAM is on your part. And yeah, the largest hardware sprites are 32x32 max.. larger sprites than hardware sprites.. are meta sprites (which how a lot of snes/md/pce/sms/nes games get around the hardware limit.. pretty basic stuff). Developers have been making meta-sprites for generations (including ALL NES games doing this). And quite a bit of the other stuff you've posted are just inaccurate or a complete lack of hardware understanding. This demo is written in C, not even assembly. It doesn't use any special chips. It literally is pretty simple in design - have the storage space for the frames, fit the frame uploads in the allotted vblank bandwidth time, and have the room in vram for it. This doesn't need any special chips for assistance because there's nothing they can offer for this situation. And I can guarantee you this runs on the real hardware, "stock" hardware. No SegaCD or 32x involved here. If you open up the tweet, Pyron even says as much (he always shows off stuff running on real hardware via his CRT).
Calling out Pyron as just a palette swapper? That's quite a bit of an insult. One, he's not the developer/programmer for this, but both people involved are known in the scene and have been demoing stuff on the MD for a couple of years now. You'd know this from following the MD homebrew scene.
Re: Footage Of Marvel Super Heroes Running On Sega Genesis Raises Eyebrows
Removed