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/vr/ - Retro Games

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>> No.3367389 [View]
File: 262 KB, 1408x801, mode7.png [View same] [iqdb] [saucenao] [google]
3367389

>>3367208
Holy shit, hot post there, fuck face. Way to say a whole lot of nothing.

>The actual code for the effect is largely concerned with manipulating a handful of registers.
Congratulations, you have correctly identified that you need to write to PPU registers to manipulate PPU images.

But you know what? All SNES devs know that. The thing that separates good devs from bad devs though are skills to develop code that produces a better stream of numbers to feed the PPU.

You know, the first and foremost mathy bit?

>To write it in another language you'd need upfront an engine ...and some more garbage ...
Producing numbers for Mode7 and drawing Mode7 are completely disjoint problems. You can write a world map program in C without having the means to display it, it just wouldn't be easy to debug.

>You'd need a thorough understanding of mode 7 and hdma to read these numbers
I didn't realize SNES Mode7 was a prerequisite to linear algebra.

>> No.3065730 [View]
File: 262 KB, 1408x801, mode7.png [View same] [iqdb] [saucenao] [google]
3065730

>>3065618
1) I liked it.
2) Linear Algebra.
3) Special Herdwere.

>> No.2869335 [View]
File: 262 KB, 1408x801, mode7.png [View same] [iqdb] [saucenao] [google]
2869335

>>2867843
Why don't you try implementing a scrolling program and see how far you get? You take far too many things for granted, OP. I bet you know jack shit about how anything you rely on works.

>> No.2730821 [View]
File: 262 KB, 1408x801, mode7.png [View same] [iqdb] [saucenao] [google]
2730821

I'm just going to leave this here...

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