tepples wrote:
A lot of your changes (dual ported VRAM, tile priority, cutout window, parallax scrolling, scroll splits, etc.) sound like features of the Game Boy Advance video hardware. So why not just take a GBA motherboard and run its video output through a video encoder that feeds 8x1 pixel slivers in red, green, blue, or gray to the PPU, and use the CPU just to read the controllers and copy audio out to the DAC at $4011?
I guess those 8x1 pixel silvers would sort of work, though the (probably needed) flickering between shades of red, green, and blue might be a bit noticible.
loopy wrote:
This is exactly why I'm anxious for the PowerPak ... all kinds of potential for making your own hardware enhancements.
I guess I kind of forgot about the PowerPak there. I can't wait to see what kinds of projects and games people can do with the PowerPak.
dvdmth wrote:
Don't try to overdo PPU enhancements. No matter what features you want to implement, you must take into account the PPU's limitations that can never be overcome, most notably regarding the palette (the original topic here).
Yeah, I could see how too many PPU enhacements could make the graphics look way too ahead of its time for the NES and look more like for a newer system.
dvdmth wrote:
I'd also like to see VRAM updating through DMA. This will require special RAM in the cart that would contain the VRAM update buffer. The game would write to this buffer during its normal frame execution, then when VBlank comes, it would write to a mapper register to start DMA. The mapper would then block CPU access to the special RAM as it parses the buffer and updates VRAM. (The 2KB of VRAM in the PPU would be unused, with all VRAM cart-loaded so the PPU bus doesn't need to be utilized.)
This would be great for quickly making huge nametable updates, like for large animations, huge bosses, etc. It could possibly allow for very large moving BG-rendered objects while on a regular BG (instead of a black screen like most NES games with moving BG bosses) without using too much of the CPU's time. Faking large layers could also be possible with tiles pre-drawn for the effect without using too much time.