Hi there, i got some questions ;)
Moderator: ZSNES Mods
Looking at the current state of the source things like that would be a challenge to do "properly" without changing the code around quite a bit. Such things aren't even in ZSNES yet for the same reason. Basic HDMA would not be hard to add but many games that use it would require it to have some functionality to be worthwhile.
I don't really understand what you're saying, since like I mentioned, GBA Doom is way beyond anything the SFX2 chip could do (just compare the two Doom versions...) and we've all seen plenty of GBA games with effects that make Yoshi's Island look tame. So, to be honest I'm inclined to believe it was just a hastily assembled port. Not that it matters.Nightcrawler wrote:The Yoshi's Island port would probably have to emulate the SFX chip for full effects(if it doesn't emulate it to some degree already) because as nice as the GBA hardware is, it CAN'T do what the SFX chip was designed to do nor is it really powerful enough to fully emulate it at full speed in my opinion.
(edit: typo)
Last edited by blackmyst on Thu Apr 06, 2006 9:55 pm, edited 1 time in total.
[size=75][b]Procrastination.[/b]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
FF5's text is on BG1 priority 0. This includes both the window and the text inside of it. Rather unusual, actually. If you have the window visible, I haven't a clue why the text isn't showing up. Probably something wrong with your CPU core. With 16 colors, it makes you wonder why they didn't at least add a shadow to the font in either the original or the fan translation.
I can see why making the text window translucent would be a pain, but a gradient fade would be child's play. Ah well.
Maybe once all the fan translations are done, a new era of SNES romhacking will emerge to go back and improve the original games + fan translations.
I can see why making the text window translucent would be a pain, but a gradient fade would be child's play. Ah well.
Maybe once all the fan translations are done, a new era of SNES romhacking will emerge to go back and improve the original games + fan translations.
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You're failing to recognize the difference between games naitively made for the GBA and ports from another system that relied on a coprocessor. Sure, the GBA Doom looks good and demonstrates some effects beyond that of the SNES. That's irrelevant to Yoshi's Island. That Doom port was naitively made for the GBA and didn't rely on coprocessors.blackmyst wrote:I don't really understand what you're saying, since like I mentioned, GBA Doom is way beyond anything the SFX2 chip could do (just compare the two Doom versions...) and we've all seen plenty of GBA games with effects that make Yoshi's Island look tame. So, to be honest I'm inclined to believe it was just a hastily assembled port. Not that it matters.Nightcrawler wrote:The Yoshi's Island port would probably have to emulate the SFX chip for full effects(if it doesn't emulate it to some degree already) because as nice as the GBA hardware is, it CAN'T do what the SFX chip was designed to do nor is it really powerful enough to fully emulate it at full speed in my opinion.
(edit: typo)
The SFX2 was designed for calculations that GBA hardware does NOT do. The code for Yoshi's Island relies on these calculations. Therefore, it MUST be done in software some way. Here's where the trickery comes in. They MAY have gone all out and tried to fully emulate the SF2 chip OR they would have had to do a pretty massive rewrite of the game engine.
Keep in mind, if they tried to emulate SF2, that chip runs at nearly 2/3 the GBA processors speed. There's no way they could do that full speed. GBA isn't powerful enough.
In the end, I can only speculate what really went on, but i have given you a plausable explanation for why Yoshi's Island taxes the crap out of the system.
[url=http://transcorp.romhacking.net]TransCorp[/url] - Home of the Dual Orb 2, Cho Mahou Tairyku Wozz, and Emerald Dragon SFC/SNES translations.
[url=http://www.romhacking.net]ROMhacking.net[/url] - The central hub of the ROM hacking community.
[url=http://www.romhacking.net]ROMhacking.net[/url] - The central hub of the ROM hacking community.
Ah, I guess I'm just expecting them to actually do that full rewrite, but I realise that's not something professional programmers really do, if they can get satisfying results through much more efficient means of porting.
[size=75][b]Procrastination.[/b]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Hard Work Often Pays Off After Time, but Laziness Always Pays Off Now.[/size]
Pagefault: I would be very interested in those bugfixes, if you sent me some mail with them I'd spin up a new build of snesds (snesadvance's big brother with sound emulation on the ds) as well.
I've been trying to work up the motivation to recode most of the ppu stuff to get hdma support in cleanly and work with the ds's significantly better resources but the lack of a debugger is a huge pain.
Unfortunately there is no CVS or anything like that, as there haven't really been multiple devs working on it at the same time.
I've been trying to work up the motivation to recode most of the ppu stuff to get hdma support in cleanly and work with the ds's significantly better resources but the lack of a debugger is a huge pain.
Unfortunately there is no CVS or anything like that, as there haven't really been multiple devs working on it at the same time.