Search found 247 matches

by tryphon
Wed Feb 20, 2019 7:12 pm
Forum: SGDK
Topic: General questions
Replies: 9
Views: 161

Re: General questions

Just guessing : because he's French and plane is "plan" in French ? :mrgreen:
by tryphon
Wed Feb 13, 2019 10:06 am
Forum: Blabla
Topic: 68000 Arcade systems programming
Replies: 6
Views: 285

Re: 68000 Arcade systems programming

Thanks a lot, it'll be very useful.

I'm digging into MAME source code. It's really interesting. But file locations are sometimes weird. Why is the Megadrive VDP code (315_5313.cpp) in devices subdir and not in video ? Header files can be anywhere and some of them contains code...
by tryphon
Mon Feb 11, 2019 2:37 pm
Forum: Blabla
Topic: 68000 Arcade systems programming
Replies: 6
Views: 285

Re: 68000 Arcade systems programming

I guess you're right. Fortunately there are some documents describing the source code. Seems doable, though I don't speak C++ fluently :D
by tryphon
Sat Feb 09, 2019 8:36 am
Forum: Blabla
Topic: 68000 Arcade systems programming
Replies: 6
Views: 285

Re: 68000 Arcade systems programming

Thanks, it helps.

The topic title is maybe misleading though : I don't want to program for these boards. My goal would be closer to an emulator. So programming notes like Charles McDonald's genvdp, but for CPS-1/system16 (and I can add X68000) is closer to what I'm looking for.
by tryphon
Fri Feb 08, 2019 4:48 pm
Forum: Blabla
Topic: 68000 Arcade systems programming
Replies: 6
Views: 285

68000 Arcade systems programming

I'm looking for documentation about programamtion on 68000 based arcade systems, especially Capcom CPS-1 or Sega System 16 (in particular gfx chips). Do you know where to find them ? I bet mame source code is one source, but where and what to read ? For the moment, I have that : https://patpend.net/...
by tryphon
Fri Feb 08, 2019 4:44 pm
Forum: Demos
Topic: Ninja Mitsuo - platformer game with SGDK
Replies: 7
Views: 546

Re: Ninja Mitsuo - platformer game with SGDK

Your ninja is almost the same colour as the background and it makes it difficult to spot.

But... awesome pixel art :D
by tryphon
Thu Jan 24, 2019 8:08 am
Forum: SGDK
Topic: Need fast tile-rendering
Replies: 13
Views: 548

Re: Need fast tile-rendering

At least, use DMA (you put your tilemap data somewhere in RAM, and use DMA_queue() to transfer it).
by tryphon
Mon Jan 14, 2019 5:51 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 5
Views: 734

Re: Hyrule in Megadrive/Genesis

The lack of color doesn't seem really noticeable :D

Using gens, I notice a lot of missed VBlank, even when not moving. What could so CPU consuming ?
by tryphon
Tue Sep 04, 2018 7:05 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 250
Views: 26253

Re: Tänzer, a "ninja" game (Dev Diary thread)

mix256 wrote:
Mon Sep 03, 2018 2:16 pm
And yes, those explosions are almost a frame by frame copy of the Mystic Defender ones. I'm almost ashamed. :)
You shouldn't. It shows you have good taste :)
by tryphon
Mon Sep 03, 2018 1:23 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 250
Views: 26253

Re: Tänzer, a "ninja" game (Dev Diary thread)

It may be not the best place to say that, but I take advantage of writing here to say that I really like this project, very arcade-ish. I read elsewhere critics about not-so detailled animations, I personnally think many games are too well animated, resulting in too slow controls. For this game, I d...
by tryphon
Mon Sep 03, 2018 1:19 pm
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 31
Views: 4340

Re: Exodus 2.1 release soon (Now available!)

And MegaCD ! Would be great :D Easier maybe (taken from Gens-r57shell, great for debugging, but far less reliable) : * a built-in slow mode (I know you gave a way to fake it, but it'd be nice to be able to enable/disable it) * display FPS / Controls / missed VBlank counter onscreen * a way to record...
by tryphon
Sat Sep 01, 2018 10:58 pm
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 31
Views: 4340

Re: Exodus 2.1 release soon (Now available!)

Same here. I use it for developping my projects, and it already helped me to spot bugs other emulators didn't reproduce.

The real testing is on real hardware, but I'm yet to find a bug Exodus would have missed...

Thanks a lot :)
by tryphon
Wed Aug 29, 2018 9:11 am
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 31
Views: 4340

Re: Exodus 2.1 release soon

I must admit I didn't dig too much so maybe there's already a way to do it : is it possible to have some mean to measure the input lag of a game ? It seems that it's impossible to have less than 2 frames between the actual push on a key, and its action onscreen. While developping small(or not so sma...
by tryphon
Tue Aug 28, 2018 8:50 am
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 31
Views: 4340

Re: Exodus 2.1 release soon

Thanks :)

It seems really straightforward, tbh I'd have implemented it myself if I knew how to create a console window...

And how to setup a compilation chain :D (I use SGDK with a text editor and a terminal, like a 90s Linux user :D )
by tryphon
Tue Aug 28, 2018 6:48 am
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 31
Views: 4340

Re: Exodus 2.10 release soon

OK, so here is my first request :o I use Exodus for development purposes, and especially for SGDK projects. Would it be possible to implement kaneda's log features, allowing the kdebug.h module in SGDK ? Basically, as far as I understand it from this file , it uses surnumerous fake VDP registers to ...