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	<title>SpritesMind.Net</title>
	<link>http://www.spritesmind.net/_GenDev//forum/</link>
	<description>Sega Megadrive/Genesis development</description>
	<managingEditor>Kaneda</managingEditor>
	<webMaster>Kaneda</webMaster>
	<lastBuildDate>Thu, 11 Mar 2010 10:19:17 GMT</lastBuildDate>
<item>
	<title>RE: Need a Tut with images for the Stef Dev Kit ...</title>
	<category>Megadrive/Genesis</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10651#10651</link>
	<author>Chilly Willy</author>
	<pubDate>Wed, 10 Mar 2010 19:43:18 +0100</pubDate>
	<guid isPermaLink="false">10651</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=80&quot; target=&quot;_blank&quot;&gt;Chilly Willy&lt;/a&gt;&lt;br /&gt;
Posted: Wed Mar 10, 2010 6:43 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 22&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;That's just telling you how to build the Allegro libraries from within Geany. You could also do the same thing from the mingw shell, or just get prebuilt Allegro libraries.
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Advice on the Art of Genesis level Building</title>
	<category>Megadrive/Genesis</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10650#10650</link>
	<author>eteream</author>
	<pubDate>Wed, 10 Mar 2010 16:56:15 +0100</pubDate>
	<guid isPermaLink="false">10650</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=317&quot; target=&quot;_blank&quot;&gt;eteream&lt;/a&gt;&lt;br /&gt;
Posted: Wed Mar 10, 2010 3:56 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 7&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Alex Khan wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;
&lt;br /&gt;
&amp;gt;&amp;gt;Each moveable independent  'thing' should be a sprite since planes are a whole thing. So all dependent drawings go to a plane. 
&lt;br /&gt;

&lt;br /&gt;
'Independent on Plane A ... Dependent on Plane B ... Ok!
&lt;br /&gt;
&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
No. You have:
&lt;br /&gt;
- Two big pictures named planeA and planeB* (and may be window too), usually used to draw background, foreground and/or ground.
&lt;br /&gt;
- Up to 80 little pictures, named sprites, to draw all other things.
&lt;br /&gt;

&lt;br /&gt;
For example, if you character touch a rock on the ground and then it falls, it should be a sprite since his movement is independent from the ground (see sonic 1 and rock-edges falling on level 1).
&lt;br /&gt;

&lt;br /&gt;
You can animate titles on a plane (break a window, for example), but they can-t move at its own.
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
* as they always scrolls, they should be considered infinite pictures.
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Need a Tut with images for the Stef Dev Kit ...</title>
	<category>Megadrive/Genesis</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10649#10649</link>
	<author>Alex Khan</author>
	<pubDate>Wed, 10 Mar 2010 16:44:40 +0100</pubDate>
	<guid isPermaLink="false">10649</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=324&quot; target=&quot;_blank&quot;&gt;Alex Khan&lt;/a&gt;&lt;br /&gt;
Posted: Wed Mar 10, 2010 3:44 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 22&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Chilly!
&lt;br /&gt;

&lt;br /&gt;
Hmmmm ... I understand Library is for calls to functions on the Library mkaing a programmer's life easier [Understood]
&lt;br /&gt;

&lt;br /&gt;
Chilly, I am wanting to use Geany with allegro like so ....
&lt;br /&gt;

&lt;br /&gt;
&lt;a href=&quot;http://wiki.allegro.cc/index.php?title=Geany&quot; target=&quot;_blank&quot;&gt;http://wiki.allegro.cc/index.php?title=Geany&lt;/a&gt;
&lt;br /&gt;

&lt;br /&gt;
Not for Genesis stuff but Windows game programming.
&lt;br /&gt;

&lt;br /&gt;
What do you think of the above link?
&lt;br /&gt;_________________&lt;br /&gt;I need a Black Belt in Game Programming!&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Neo Myth Menu beta</title>
	<category>Megadrive/Genesis</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10648#10648</link>
	<author>Alex Khan</author>
	<pubDate>Wed, 10 Mar 2010 16:39:49 +0100</pubDate>
	<guid isPermaLink="false">10648</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=324&quot; target=&quot;_blank&quot;&gt;Alex Khan&lt;/a&gt;&lt;br /&gt;
Posted: Wed Mar 10, 2010 3:39 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 36&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&amp;gt;&amp;gt;If you can get a good deal on a GP2X or a PSP with custom firmware, those will do a better job of emulating the Genesis than the current bunch of emulated systems like the Blaze or RetroGen or GenMobile.
&lt;br /&gt;

&lt;br /&gt;
&amp;gt;&amp;gt;Flash carts are for REAL SEGA hardware, like the Genesis model 1/2/3, Nomad, or the CDX.
&lt;br /&gt;

&lt;br /&gt;
'I would like to get my paws on a GP2X but the Blaze is cheap so tempting! &lt;img src=&quot;http://www.spritesmind.net/_GenDev//forum/images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;

&lt;br /&gt;
'Flash Carts for real hardware that's the boundary line between them and handhelds emulating Genesis. [Understood]
&lt;br /&gt;

&lt;br /&gt;
&amp;gt;&amp;gt;Then get a flash cart. Here you have a number of options, depending on the features you need/want:
&lt;br /&gt;

&lt;br /&gt;
Everdrive
&lt;br /&gt;
NEO Myth MD
&lt;br /&gt;
Megacart
&lt;br /&gt;
TotoTek MD Pro
&lt;br /&gt;

&lt;br /&gt;
'Sweet thanks for enlightening me.
&lt;br /&gt;_________________&lt;br /&gt;I need a Black Belt in Game Programming!&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Advice on the Art of Genesis level Building</title>
	<category>Megadrive/Genesis</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10647#10647</link>
	<author>Alex Khan</author>
	<pubDate>Wed, 10 Mar 2010 15:35:00 +0100</pubDate>
	<guid isPermaLink="false">10647</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=324&quot; target=&quot;_blank&quot;&gt;Alex Khan&lt;/a&gt;&lt;br /&gt;
Posted: Wed Mar 10, 2010 2:35 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 7&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&amp;gt;&amp;gt;Each sprite/tile is mapped to one of the 4 palettes, so each tile can have up to 15 colors (or 16 if you care transparent one*), and each sprite up to 15 colors. 
&lt;br /&gt;

&lt;br /&gt;
'Ok!
&lt;br /&gt;

&lt;br /&gt;
&amp;gt;&amp;gt;so I recommend to start first drawing them (or may be some composition of them), and then compose the background.
&lt;br /&gt;

&lt;br /&gt;
'Yes ... You know I was just creating an art background without create a pre-determined tile set and number of tiles is going well over the limit.
&lt;br /&gt;

&lt;br /&gt;

&lt;br /&gt;
&amp;gt;&amp;gt;Each moveable independent  'thing' should be a sprite since planes are a whole thing. So all dependent drawings go to a plane. 
&lt;br /&gt;

&lt;br /&gt;
'Independent on Plane A ... Dependent on Plane B ... Ok!
&lt;br /&gt;

&lt;br /&gt;
&amp;gt;&amp;gt;Just for information, you can't get 960x224 picture on the SMD if every tile in the picture is unique - it's 3360 tiles total, and you can have ~1900 max at once, in the very best case.
&lt;br /&gt;

&lt;br /&gt;
'I am getting Sprite Limit reached on SMD ! &lt;img src=&quot;http://www.spritesmind.net/_GenDev//forum/images/smiles/icon_sad.gif&quot; alt=&quot;Sad&quot; border=&quot;0&quot; /&gt; NOOOOOOO!
&lt;br /&gt;

&lt;br /&gt;
Your right Shiru too may unique tools charged
&lt;br /&gt;_________________&lt;br /&gt;I need a Black Belt in Game Programming!&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Advice on the Art of Genesis level Building</title>
	<category>Megadrive/Genesis</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10646#10646</link>
	<author>Shiru</author>
	<pubDate>Wed, 10 Mar 2010 10:52:21 +0100</pubDate>
	<guid isPermaLink="false">10646</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=51&quot; target=&quot;_blank&quot;&gt;Shiru&lt;/a&gt;&lt;br /&gt;
Posted: Wed Mar 10, 2010 9:52 am (GMT 0)	&lt;br /&gt;
Topic Replies: 7&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Just for information, you can't get 960x224 picture on the SMD if every tile in the picture is unique - it's 3360 tiles total, and you can have ~1900 max at once, in the very best case, and this number is for everything, including sprites. So, you have to plan your backgrounds to be tile-based, with least possible number of different tiles.
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Game release, Uwol - Quest For Money</title>
	<category>Demos</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10645#10645</link>
	<author>Christuserloeser</author>
	<pubDate>Wed, 10 Mar 2010 08:27:06 +0100</pubDate>
	<guid isPermaLink="false">10645</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=34&quot; target=&quot;_blank&quot;&gt;Christuserloeser&lt;/a&gt;&lt;br /&gt;
Posted: Wed Mar 10, 2010 7:27 am (GMT 0)	&lt;br /&gt;
Topic Replies: 6&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;This game is awesome  &lt;img src=&quot;http://www.spritesmind.net/_GenDev//forum/images/smiles/icon_exclaim.gif&quot; alt=&quot;Exclamation&quot; border=&quot;0&quot; /&gt;
&lt;br /&gt;_________________&lt;br /&gt;&lt;a href=&quot;http://www.DCEvolution.net&quot; target=&quot;_blank&quot;&gt;http://www.DCEvolution.net&lt;/a&gt; - Gigabytes of free Dreamcast software for you
&lt;br /&gt;

&lt;br /&gt;
&lt;a href=&quot;http://products.genny4ever.net/megacart_v1x.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;&lt;img src=&quot;http://products.genny4ever.net/pics/megacart_ban.gif&quot; border=&quot;0&quot; /&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Advice on the Art of Genesis level Building</title>
	<category>Megadrive/Genesis</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10644#10644</link>
	<author>Alex Khan</author>
	<pubDate>Wed, 10 Mar 2010 06:31:57 +0100</pubDate>
	<guid isPermaLink="false">10644</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=324&quot; target=&quot;_blank&quot;&gt;Alex Khan&lt;/a&gt;&lt;br /&gt;
Posted: Wed Mar 10, 2010 5:31 am (GMT 0)	&lt;br /&gt;
Topic Replies: 7&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Hi,
&lt;br /&gt;

&lt;br /&gt;
Thanks ... that helped lift the dark cloud of confusion I had over level building.
&lt;br /&gt;

&lt;br /&gt;
I think my approach to level building is flawed.
&lt;br /&gt;

&lt;br /&gt;
Sent you a Pm please read it.
&lt;br /&gt;_________________&lt;br /&gt;I need a Black Belt in Game Programming!&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Regen 0.972 and 0.972D</title>
	<category>Regen</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10643#10643</link>
	<author>Shadow</author>
	<pubDate>Tue, 09 Mar 2010 12:34:00 +0100</pubDate>
	<guid isPermaLink="false">10643</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=280&quot; target=&quot;_blank&quot;&gt;Shadow&lt;/a&gt;&lt;br /&gt;
Posted: Tue Mar 09, 2010 11:34 am (GMT 0)	&lt;br /&gt;
Topic Replies: 156&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;AamirM wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;I already emulate my console on Regen 0.972, i need Mono in ini file for 100% emulation (currently only 90% without Mono)&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
Okay, I'll add the option for Mono output in the next release. &lt;img src=&quot;http://www.spritesmind.net/_GenDev//forum/images/smiles/icon_wink.gif&quot; alt=&quot;Wink&quot; border=&quot;0&quot; /&gt;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
Thanks my friend  &lt;img src=&quot;http://www.spritesmind.net/_GenDev//forum/images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: FM Timer B bug + VDP vertical scrolling bug</title>
	<category>Regen</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10642#10642</link>
	<author>AamirM</author>
	<pubDate>Tue, 09 Mar 2010 10:26:42 +0100</pubDate>
	<guid isPermaLink="false">10642</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=106&quot; target=&quot;_blank&quot;&gt;AamirM&lt;/a&gt;&lt;br /&gt;
Posted: Tue Mar 09, 2010 9:26 am (GMT 0)	&lt;br /&gt;
Topic Replies: 1&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Thank you very much for bug reports and fixes. You save so much of my time &lt;img src=&quot;http://www.spritesmind.net/_GenDev//forum/images/smiles/icon_smile.gif&quot; alt=&quot;Smile&quot; border=&quot;0&quot; /&gt;.
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Regen 0.972 and 0.972D</title>
	<category>Regen</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10641#10641</link>
	<author>AamirM</author>
	<pubDate>Tue, 09 Mar 2010 10:22:04 +0100</pubDate>
	<guid isPermaLink="false">10641</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=106&quot; target=&quot;_blank&quot;&gt;AamirM&lt;/a&gt;&lt;br /&gt;
Posted: Tue Mar 09, 2010 9:22 am (GMT 0)	&lt;br /&gt;
Topic Replies: 156&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Bug: Rings of Power save functionality has reverted to broken status.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
Ahh....thanks for reporting this rather major bug.
&lt;br /&gt;

&lt;br /&gt;
&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;These GameGear titles glitch in ReGen 0.972 and work normally in Fusion: 
&lt;br /&gt;
Micro Machines 2 - Turbo Tournament (E).gg 
&lt;br /&gt;
Sonic The Hedgehog (Prototype) [!].gg&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
Thanks.
&lt;br /&gt;

&lt;br /&gt;
&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;I already emulate my console on Regen 0.972, i need Mono in ini file for 100% emulation (currently only 90% without Mono)&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
Okay, I'll add the option for Mono output in the next release. &lt;img src=&quot;http://www.spritesmind.net/_GenDev//forum/images/smiles/icon_wink.gif&quot; alt=&quot;Wink&quot; border=&quot;0&quot; /&gt;
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: aPLib decruncher for 68000</title>
	<category>Tools</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10640#10640</link>
	<author>SyX</author>
	<pubDate>Mon, 08 Mar 2010 19:39:45 +0100</pubDate>
	<guid isPermaLink="false">10640</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=345&quot; target=&quot;_blank&quot;&gt;SyX&lt;/a&gt;&lt;br /&gt;
Posted: Mon Mar 08, 2010 6:39 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 26&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;GManiac wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;
&lt;br /&gt;
I made &lt;span style=&quot;font-weight: bold&quot;&gt;get_bit&lt;/span&gt; routine faster, so it's better to use my unit. Also I add 2 preprocessors definitions. Size of unpacker is 212 bytes (Macros version).
&lt;br /&gt;

&lt;br /&gt;
It's old version of get_bit.
&lt;br /&gt;
&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;get_bit&amp;#58;
&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; subq.b&amp;nbsp; #1,d5
&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; bne.b&amp;nbsp; &amp;nbsp;still_bits_left 
&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; moveq&amp;nbsp; &amp;nbsp;#8,d5
&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; move.b&amp;nbsp; &amp;#40;a0&amp;#41;+,d3
&lt;br /&gt;
still_bits_left&amp;#58;
&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; add.b&amp;nbsp; &amp;nbsp;d3,d3&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
Here's new version:
&lt;br /&gt;
&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; dbra&amp;nbsp; &amp;nbsp; d5,still_bits_left
&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; moveq&amp;nbsp; &amp;nbsp;#7,d5
&lt;br /&gt;
&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; move.b&amp;nbsp; &amp;#40;a0&amp;#41;+,d3&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; | Read next crunched byte
&lt;br /&gt;
still_bits_left&amp;#58;
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&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; add.b&amp;nbsp; &amp;nbsp;d3,d3&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;| D3.b &amp;lt;&amp;lt; 1 &amp;#40;lsl.b #1,d3 o roxl.b #1,d3&amp;#41;
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&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
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&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
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Good optimization!!! But remember, that with the change to dbra, you need to change the initialization of D5 (i saw that you have it in your sources), from:
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&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;
&lt;br /&gt;
moveq&amp;nbsp; &amp;nbsp;#1,d5&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;; Initialize bits counter
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&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
to:
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&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;
&lt;br /&gt;
moveq&amp;nbsp; &amp;nbsp;#0,d5&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;; Initialize bits counter
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&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;

&lt;br /&gt;
An in the subject about other crunchers, another interesting it would be &lt;a href=&quot;http://hem.bredband.net/magli143/exo/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;&lt;span style=&quot;font-weight: bold&quot;&gt;exomizer&lt;/span&gt;&lt;/a&gt;, it compress a few better than aplib and there is two version of the decompressor, a normal and an stream version (a few more slow but ideal for decrunching in background, for example). Of course, it has disadvantages, it needs 156 bytes of ram and there is not an 68000 version, but well somebody can correct the last defect &lt;img src=&quot;http://www.spritesmind.net/_GenDev//forum/images/smiles/icon_wink.gif&quot; alt=&quot;Wink&quot; border=&quot;0&quot; /&gt;
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: Advice on the Art of Genesis level Building</title>
	<category>Megadrive/Genesis</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10639#10639</link>
	<author>eteream</author>
	<pubDate>Mon, 08 Mar 2010 18:25:33 +0100</pubDate>
	<guid isPermaLink="false">10639</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=317&quot; target=&quot;_blank&quot;&gt;eteream&lt;/a&gt;&lt;br /&gt;
Posted: Mon Mar 08, 2010 5:25 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 7&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Each sprite/tile is mapped to one of the 4 palettes, so each tile can have up to 15 colors (or 16 if you care transparent one*), and each sprite up to 15 colors.
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*The deeper background can use the background color as own color.
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When working with backgrounds the limit are the tiles, so I recommend to start first drawing them (or may be some composition of them), and then compose the background. Or if you like more a very short but intense game, draw all background as a whole, but you have to dinamicaly load it.
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You can change the priority of every title to be up or down respect each sprite, so, a background can be a foreground too. A lot of games use this feature to implement one tile map only and save memory.
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Each moveable &lt;span style=&quot;font-weight: bold&quot;&gt;independent&lt;/span&gt; 'thing' should be a sprite since planes are a whole thing. So all dependent drawings go to a plane.
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You are very limited (MD has more than 20 years), so it is pretty clear that you can not do; but at first stages use only your imagination, do not think about limits.
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</item>
<item>
	<title>RE: aPLib decruncher for 68000</title>
	<category>Tools</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10638#10638</link>
	<author>GManiac</author>
	<pubDate>Mon, 08 Mar 2010 17:51:14 +0100</pubDate>
	<guid isPermaLink="false">10638</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=207&quot; target=&quot;_blank&quot;&gt;GManiac&lt;/a&gt;&lt;br /&gt;
Posted: Mon Mar 08, 2010 4:51 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 26&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Well, of course I know that there are NO THE BEST compressors. Sometimes one is better, sometimes another. But one can be better more frequently. That's why we need complex criteria and take into account speed / size / RAM, etc.
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&lt;br /&gt;
preview.bmp is not that case of data which you expect to decompress in MD games. Real MD graphics consist of additional tilemap and usually are more complex.
&lt;br /&gt;

&lt;br /&gt;
&lt;a href=&quot;http://shedevr.org.ru/temp/Ghost/sixpack_preview.rar&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Anyhow, aplib overtook RNC.&lt;/a&gt;
&lt;/span&gt;&lt;br /&gt;
</description>
</item>
<item>
	<title>RE: aPLib decruncher for 68000</title>
	<category>Tools</category>
	<link>http://www.spritesmind.net/_GenDev//forum/viewtopic.php?p=10637#10637</link>
	<author>Shiru</author>
	<pubDate>Mon, 08 Mar 2010 17:38:20 +0100</pubDate>
	<guid isPermaLink="false">10637</guid>
	<description>Author: &lt;a href=&quot;http://www.spritesmind.net/_GenDev//forum/profile.php?mode=viewprofile&amp;u=51&quot; target=&quot;_blank&quot;&gt;Shiru&lt;/a&gt;&lt;br /&gt;
Posted: Mon Mar 08, 2010 4:38 pm (GMT 0)	&lt;br /&gt;
Topic Replies: 26&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;GManiac wrote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Hrust and Bitbuster are weaker&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;br /&gt;
Get &lt;a href=&quot;http://jiggawatt.org/badc0de/sixpack/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;SixPack&lt;/a&gt;, and try to pack /demo/smd/preview.bmp. You'll see the case when BitBuster is more effective than Aplib.
&lt;br /&gt;

&lt;br /&gt;
By the way, I've just found version of the BitBuster for MSX which depacks data directly to VRAM, and it was based on .. &lt;a href=&quot;http://www.smspower.org/maxim/uploads/SMSSoftware/aplib12.zip&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;Aplib ported to Z80&lt;/a&gt;, for Sega 8-bit consoles, which also has version to depack directly in VRAM.
&lt;/span&gt;&lt;br /&gt;
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