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Messages - DerKoun

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ROM Hacking Discussion / Re: Widescreen SNES needs hackers
« on: May 17, 2019, 05:54:00 pm »
Great. I've put together the basic information about objects in widescreen:

Please point out any mistakes, many people here will know much more than me about the details of the SNES' inner workings.
I'll focus objects/sprites this time as this, as ROM-hacks to avoid pop-in/out are the most requested thing in this context.

Objects are up to 64 pixels wide.
For their x coordinates we have a 9 bit unsigned integer,
i.e. values from 0 to 511.
0 to 255 are the visible columns of the screen.
To be able to have objects start off the left side and extend into the screen, the values wrap,
i.e. 449 to 511 is treated as -63 to -1.
256 to 448 place objects outside of the visible area.

For widescreen 16:9 we add 64 pixels to each side.
So the visible columns of the (wide) screen are now -64 to 319,
or technically 448 to 511 and 0 to 319.
So with objects partially off screen to the left the minimal coordinate with visible content is -127 aka 385.

Using that coordinate space you can place objects in the widescreen area quite similar to placing them in the normal screen area.
Please let me know if I forgot anything important or if there are any questions.

Personal Projects / Re: Chrono Trigger Bugfix and Uncensoring Patch
« on: May 16, 2019, 07:26:48 pm »
I'd have to look more into the details of the widescreen support, but I have been looking at menu hacking lately, so I'd see what I can do if I can get my hands on that.
I'll post some details on widescreen and reply to questions in the dedicated thread:

ROM Hacking Discussion / Re: Widescreen SNES needs hackers
« on: May 16, 2019, 07:24:27 pm »
I have only thought this through roughly, but I'll add some technical details and then answer questions as they arise (if I can):

The amount of additional pixels that can be utilized is 64 by side [(512-256-64*2)/2], resulting in 16:9. (more is possible if there are only smaller sprites)
Using coordinates in that areas should not break support on other emulators or hardware AFAIK, as it only uses the existing coordinate space.

see for the emulator

I really hope some people here are interested and can put together some proof of concept.

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