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5 intersecting rotating cubes, cpu-rasterized in correct order thanks to a custom depth buffer (aka uint32_t[width*height]). Right side shows the actual depth buffer values. This works at a miserable ~25fps, but at least it works 😅

13,465 görüntüleme • 1 yıl önce •via X (Twitter)

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YO ADRIAN! I DID IT! Update on my TMNT SNES port. This is the most extensive OAM overhaul I've ever done with a port, and I'm damn proud of myself! Lot of reverse engineering with the OG OAM engine, and I was finally able to incorporate a new method of writing to the buffer. This game does some heavy ADC/TAX for OAM buffer rotation to try to work around the sprite flicker. But that ADC/TAX rotation was complicating things for me when I was trying to incorporate a 16-bit index engine. What is also tricky, is that this game uses 8x16 sprites, and what is special on the NES, its hardware creates the bottom 8x8 sprite tile, without the need of the OAM to have it present. You can't do that on the SNES, you have to create that 2nd 8x8 sprite tile within code. The reason this is such a big deal, is before with 8x16 titles i've worked on, I would first simply copy the games original oam buffer to my snes buffer, but that addded alot of extra cpu time, this is present in my Legend of Zelda SNES port. Later ports I've done, I don't do that anymore, I modify the games original storage of OAM values, and send them directly to my custom snes OAM buffer, eliminating extra cpu cycles. So what's the big deal? My method of doing 8x16 sprites, is using my first 256 byte oam buffer for the top 8x8 tile, and my second 256 byte oam buffer for the bottom 8x8 tile. The issue I was having, was errors with sprite priority when sprites overlap each other. I noticed this right away during the dam sequence where the turtles have to disarm the bombs. Here is a before and after my port. Now I can finally move on with the port! 🙂

infidelity

13,405 görüntüleme • 10 ay önce