Quote:
As the SNES doesn’t have video feed pins through its cartridge slot, audio and video are provided to the RetroPort not by the SNES, but instead, an RCA to stereo 3.5mm headphone jack located in the side of the device.
And then I lost all interest in this.
I mean the whole point of using something like this is that you shouldn't have to jerk with your AV cables every time you move from your NES to your SNES or the other way around. But this don't fix the problem.
Seriously, if the SGB can use the SNES native graphics, there SHOULD be a way to do something in the like to the NES, right ?
For example, I don't know but preload a 56-color palette, and use one of the 8BP modes (mode 3 or 4) on the SNES side so that all colors can be acessed in any point of the screen, so it could display data like if it was a framebuffer.
Of course it would not handle the $2001 colour emphasis effects correctly, but anyway I doubt NOAC handles them correctly in the first place.
EDIT :
OK I made some computations, since the SNES has 64k of VRAM you can render 256x240 pixels at 8BP and it takes 60k or VRAM. You'd also need 2k for a dummy tile map (that would just be constant and consist of 0,1,2,...,959), and 2k remains free/unused.
Since we could use 256 colours on any pixel, but the NES uses only 53, we could even have up to 4 different colour emphasis per frame accurately.
However this would need to transfer the 60k of tile data every frame via DMA, which I'm not sure if it's possible.