tomaitheous wrote:
And that means what, exactly? Have you every written an automatic converter?
Yes I have.
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I have and it's a pain in the ass to deal the errors and perceived artifacts for sub a single plane system. And it's slooooow, not real time.
I didn't ask YOU to write it. Let that be my problem.
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So it's not practical in a real world solution without having some serious ugly artifacts or sticking with a single 16(15) color palettes and treating it a single 4bit bitmap.
You can't know for sure, because this method was never used on the SNES.
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SegaCD has many examples of rendering to 4bpp subpalette plane system. I think you'll find a common fact is that the pseudo bitmap for the vram is left/treated as straight 4bpp and one 16(15) color palette.
You don't seem to get what I was thinking about. I was talking about a encoding scheme related to the YUV quantization of the JPEG codec, using colour math between two layers. The 4bpp layer has the brightness of the picture, the 2bpp layer the hues.
This is not in any way related to the Sega CD codecs using subpalettes.
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2.68mhz is really fast for 1990? Yeah, maybe if the only thing you ever code were old 8bit computers or the SNES. Megadrive came out in 1988 and did 205 bytes per scanline.
Yeah, and it's also way more limited, since it can only do VRAM transfers. SNES has a general purpose DMA controller. It can be used for way more.
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The PCE came out in 1987 and have near unrestricted access to vram (I/O) during active display - giving more bandwidth and active display at the same time per frame.
I know that too. I even built my own development system for the PC-Engine using SD cards and wrote my own file system and browser.
Is this now another discussion about which console is better?
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And what relevance does CD-ROM and hard drives from that era have to do with anything?
Simple: DMA is way more flexible, and obviously not only intended for graphics, which seems to be your fixed mindset. The expansion connector on the bottom of the SNES has also the DMA lines.
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It's not "really fast, considering". It's just about relatively average, actually.
If you quote me, do it properly. Considering the mass storage devices of its era, the bus is actually quite fast. Isn't DMA also used by the SNES Powerpack for very short loading times?
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First of all, the nes "mapper chaos" is what prolonged the life of the Famicom and NES to begin with.
Maybe, but only because the initial hardware was quite spartanic to begin with.
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If the NES was stuck with straight vram and no DMA system, like the Master System that came out 2 years later, it would have fallen to the side.
Interesting, I always thought the Master System failed more due to lack of high profile third party developers like Konami, Capcom and Namco.
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The mapped memory to the PPU is what gave it extreme flexibility. That's something SMS homebrew and demo coders could kill for on that system.
I'll bet they also look with envy on the NES 2bpp graphics.
You see how stupid this comparison is? We can now throw technical data back and forth, completely out of context of any actual real situations.
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For all the Famicom/NES graphic faults/weaknesses, the PPU memory mapped via cart was its biggest strength that helped over come that. Especially later on in the systems life.
Yes, but only because the initial configuration of the NES was very meagre to begin with.
Luckily, we don't have that situation on the SNES. Well, we have another, more serious problem on the SNES than any lack of convoluted CHR bank scheme: lack of processing speed.
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Second, I never mentioned anywhere of ditching VRAM + local DMA. That's you jumping to conclusions. I was referring to having the PPU upgradeable via the port still, like how the original Famicom/NES was.
Okay, so you want just to have everything.
As I said: Nintendo should have the foresight to put every possible pin on the cartridge connector. That would have enabled the possibility in 2010 to built a super video accelerator, which in effect degrades the PPU to a 15 Bit DAC.
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The two PPU setup was custom. Built from scratch. These weren't just some off the shelf parts. They could have done anything they wanted to during the design phase.
Sure, they could have put in the newest 32Bit CPU into the design.
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To say they couldn't have done this or that, in realistic speculation, is ignorant IMO.
It's not about what they COULD have done. It's about how to avoid unnecessary costs. It's about to have a FOCUS. What is important to game developers and what isn't. Where to draw the line and say: STOP, that is enough. You have big problems to take a 1989/90 POV in this matter.
Frankly? The crippled CPU speed and bus is a way more bigger problem. But even with that, developers were able to create amazing games. Nowadays, if there is a limitation, people want extra hardware in cartridges to fix them. And no, we are not being content with what is possible, we bitch constantly about what is NOT possible.
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Especially considering the video setup totally appears as though they tried to squeeze everything they could out of the chips. I'd say a lot of modes are pretty useless, but they're there. I doubt the design team blew a lot of chip real estate just for these limited features.
Like what? Mode 7? Colour math? Hardware multiplication and addition? 128 Sprites? DMA/HDMA?
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Third, did you even read what I wrote about the single line system on the cart port? The PPU active display is limited to 256 pixels. All you would need is 8 address lines on the cart port and 8 data lines for the bus. Fastrom supports 7.159mhz rom/ram. That's all you would need.
What are you talking about??? You were talking about some scheme to directly control the PPU through the cartridge port, providing an external framebuffer, accessible to the CPU and any external devices, somehow similar to MMC5 on the NES.
I'm sorry to burst your bubble, but that would take way more than just an 8 Bit line buffer (not to mention the fact that he PPU has a 16 Bit data bus). It would take an entirely seperate frame buffer, and an additional bus controller which monitors the PPU to schedule the accesses between this frame buffer and any external devices.
Of course, you could now say: well, let's take the biggest FPGA with the biggest dual port ram, and connect it to the PPU.
Like I said: 2010 perspective for a 1990 game console. Nintendo should have seriously thought about that.
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*Any* external logic would take care of switching the 256byte page as the PPU signals from the cart port. There's nothing complex about that. That's a fairly simple design.
So you are just talking about a 256Byte ROM bankswitch scheme with 256 byte Pages? I don't follow you at all. What is *ANY* external logic?
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And yes, it would require external logic - but how is that different from Nintendo already using a series of external chips to render to a buffer, that the PPU has to DMA to vram via cpu requests?
DMA has not to be in close sync with the PPU. DMA has not not fight with the PPU for memory access cycles during rendering. Register driven DMA allows for very simple FIFO buffers for communication.
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Well, it's different in that it's much more efficient. Full 256x224/240 resolution at 60fps. And for what? 17 more lines on the cart interface?
You are now pulling all these vague descriptions and half thought-out concepts out of your butt. I'd suggest you study the schematics first, before your fantasy is running wild here.
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Well, that's
your opinion
Yeah, it's obviously not my mother's, thanks for the reminder.
I'd suggest then to play Doom on a decent 486/Pentium/Core i7 PC, and not a cheap 1990 16 Bit console.
I guess according to you, Nintendo should have taken the 32X route. We all know how great that concept turned out.
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Who cares what the total color count is? It's about freedom of use of color.
Then I guess you are on the wrong system then.
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And a subpalette system like that greatly impedes upon this.
Yeah, boohoo. But it's an unchangeable reality: either have "freedom of choice in colours(tm)" and less speed, or have more speed with more restrictions. Again: you wanna have it all. For you, retro developing seems about what the consoles CAN'T do, and not what they CAN do. Every obstacle causes you to whine.
Gosh, I hope you never come across an Atari 2600.
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I'm no stranger to tile/tilemap graphics and programming for these old consoles.
That's good, because otherwise, this would be a fairly pointless discussion.
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Or tweaking graphics and squeezing out as much color and detail as possible.
Tedious work, isn't it?
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Attention to detail via color is not directly relative to the highest color count.
I didn't say so. Nor has it any relevance to the point I was making that using subpalettes can increase the amount of colour detail.
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You can add all the overlays by sprites and vertical gradients and such. Matters nothing to detail, for where it counts.
With sprites, you can enhance colour detail a lot. Ask any C64 coder.
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Let alone quoting the max color count for a subpalette system, especially in the context of a real time rendering system using that as the bitmap display.
No matter how many words you are using up here, fact is: 4bpp tiles with supbalettes >> 4bpp tiles with fixed 16 colour palette in terms of colour detail.
And now I am really fed up with this. This discussion is unproductive, because in the end, we are ending up discussing the CAN'Ts when bitching about how much could have been possible when all SNES signals would have been put on the cartridge connector.
The fact remains: they aren't. I see the possibilities with a flexible DMA system, you refuse to see them and cling to a fantasy.
You know what? You should start developing on the Neo Geo then. This seems to be the perfect architecture for you. But then I guess you would find lots of other things which don't suit your taste.