Search found 231 matches

by tryphon
Thu Sep 07, 2017 6:45 pm
Forum: Exodus
Topic: User defined layer
Replies: 6
Views: 691

Re: User defined layer

isn't there an SMS emu which does exactly that ?

Games with dynamic tile loading mustn't be so frequent. I don't remember having seen one.

You can do it by comparing actual tile data after all : it's only 32 bytes.
by tryphon
Fri Sep 02, 2016 6:07 am
Forum: Announcement
Topic: 10 years!!!
Replies: 7
Views: 1549

Re: 10 years!!!

Happy Birthday !
by tryphon
Sun Aug 28, 2016 7:19 am
Forum: Tools
Topic: Source code of recent version of GENS
Replies: 3
Views: 903

Re: Source code of recent version of GENS

Thanks you very much :)
by tryphon
Fri Aug 26, 2016 10:59 pm
Forum: Tools
Topic: Source code of recent version of GENS
Replies: 3
Views: 903

Source code of recent version of GENS

Mainly for educational purposes, I'd like to compile my own version of GENS, with some hacking-friendly tools. Typically, Gens mod by r57shell is one of my favourite. But afaik, its source code isn't public. Gensida is built upon this version, and its source code is on Github, but it's not an emulat...
by tryphon
Fri Aug 26, 2016 10:53 pm
Forum: Tools
Topic: [GENS r57shell-mod] Trace doesn't make sense
Replies: 3
Views: 969

Re: [GENS r57shell-mod] Trace doesn't make sense

Sorry for the late reply, I didn't noticed the answers. Unfortunately I solved my problem (which was absolutely unrelated to the weird trace), which in particular means I don't have the faulty version anymore. But if I get a strange trace again, I will mp you immediately. The game was Lord Monarch (...
by tryphon
Sun Aug 14, 2016 3:15 pm
Forum: Tools
Topic: [GENS r57shell-mod] Trace doesn't make sense
Replies: 3
Views: 969

[GENS r57shell-mod] Trace doesn't make sense

I'm currently translating a ROM and using Gens11svnr665 for debugging. The game crashes at some point, and I'm comparing two traces (one for the buggy translated one, and one from the original japanese at the very same point) to see what's wrong. I have differences I cannot explain. For example, thi...
by tryphon
Tue Jul 12, 2016 10:34 pm
Forum: Megadrive/Genesis
Topic: SRAM ghost written...
Replies: 10
Views: 1499

Re: SRAM ghost written...

I forgot to thank you :)

Thanks, it seems to work. Still have to test on hardware, but flawless victory on emus.
by tryphon
Sat Jul 09, 2016 2:06 pm
Forum: Megadrive/Genesis
Topic: SRAM ghost written...
Replies: 10
Views: 1499

Re: SRAM ghost written...

Just a clarification: Look up register $A130F1. Writing $00 makes ROM show up in the upper 2MB area, writing $03 makes the SRAM show up instead. So keep it in its original address, and use that register to enable SRAM only when accessing it (and keep ROM at all other times). This should work in emul...
by tryphon
Wed Jul 06, 2016 9:06 pm
Forum: Megadrive/Genesis
Topic: SRAM ghost written...
Replies: 10
Views: 1499

Re: SRAM ghost written...

Thanks, very good to know :)

Stupid question : if I leave the area from 0x200000 to 0x20FFFF blank, and insert new data from 0x210000, do I have to care with 0xA130F1 ?
by tryphon
Wed Jul 06, 2016 12:54 pm
Forum: Megadrive/Genesis
Topic: SRAM ghost written...
Replies: 10
Views: 1499

Re: SRAM ghost written...

Just changing it in the header won't work, the code still looks for the original address. I also changed code in all routines accessing to SRAM. But forget that: Phantasy Star IV already has to cope with this. Look up register $A130F1. Writing $00 makes ROM show up in the upper 2MB area, writing $0...
by tryphon
Tue Jul 05, 2016 5:58 pm
Forum: Megadrive/Genesis
Topic: SRAM ghost written...
Replies: 10
Views: 1499

SRAM ghost written...

I'm currently hacking Lord Monarch for a group of translators. The code is located up to 1FFFFF, and SRAM starts at 200001, according to the header. The translated script being longer than the original, I want to enlarge the ROM : I'd like the code to go up to 2FFFFF and SRAM start at 300001. I modi...
by tryphon
Tue Jun 28, 2016 8:31 am
Forum: SGDK
Topic: What do you use for sorting?
Replies: 15
Views: 2069

Re: What do you use for sorting?

In fact, not much more than using quicksort :) But maybe heap isn't the best suited here. My point is : "don't sort the list every frame, you'll end doing the same work over and over". I guess you're in the following situation : * the objects are more or less the same between two frames (at the wors...
by tryphon
Tue Jun 28, 2016 7:41 am
Forum: SGDK
Topic: What do you use for sorting?
Replies: 15
Views: 2069

Re: What do you use for sorting?

A good way of having sorted list is not to use list in fact, but rather another structure, such as heaps.
by tryphon
Wed Jun 22, 2016 1:56 pm
Forum: SGDK
Topic: [C preprocessor] generating "mirrored" functions
Replies: 3
Views: 864

Re: [C preprocessor] generating "mirrored" functions

First, thanks for this interesting answer :) Second, you don't really answer my question, even if I think I understand why you did that. Third, I read your code, and while it's undoubtedly cleaner (and would I be coding on anything else than a MD, I suppose I'd use it) I don't see why it would be mo...
by tryphon
Tue Jun 21, 2016 8:14 am
Forum: SGDK
Topic: [C preprocessor] generating "mirrored" functions
Replies: 3
Views: 864

[C preprocessor] generating "mirrored" functions

While implementing my state machines for handling characters moves, I'm often forced to make two almost identical functions : one for the character facing to the right, the other for the character facing to the left. Here's a simple example : void musashi_walk_left(Object *self) { set_physics(LEFT_D...