Search found 138 matches

by gasega68k
Mon Dec 31, 2018 6:39 am
Forum: Demos
Topic: CVSD Compressed audio example
Replies: 74
Views: 24105

Re: CVSD Compressed audio example

I have done some stuff on audio compression too :) , I think the first one I did was on 2007, mostly are some kind of "adpcm", even on wolf3d I did a 2:1 audio compression for samples similar to sonic (back then I didn't know Sonic was using compression on pcm, until I was looking on sonic sources w...
by gasega68k
Mon Aug 13, 2018 4:52 am
Forum: Megadrive/Genesis
Topic: 68000 programming optimization tips? (for speed)
Replies: 27
Views: 5823

Re: 68000 programming optimization tips? (for speed)

I don't know if this should be called programmig optimization or programming trick, but is someting that I did recently to quick save/restore X flag: subx.b d0,d0 ;set d0 to $ff if X is set, otherwise 0 then to restore X flag: add.b d0,d0 This can also work with subx.w, add.w, in this case d0 will b...
by gasega68k
Mon Jul 02, 2018 6:25 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 360
Views: 125082

Re: wolfenstein demo for sega genesis

You could do that using a7 (sp) reg like this: move.b d0, (a7)+ move.b d0, (a7)+ move.b d0, (a7)+ ... because sp reg. autoincrement by 2 even on bytes. But you have to avoid using subroutines (bsr, jsr) and take care of disabling interrupts. Does that work when you need to write to odd bytes? (hone...
by gasega68k
Mon Jun 18, 2018 1:20 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 360
Views: 125082

Re: wolfenstein demo for sega genesis

The problem is that while each column is 2px wide (1 byte), DMA only works with words, and this means that even if you use autoincrement to load vertical stripes, you'll still need to store them in groups of two interleaved columns, which leads to drawing code like this: move.b d0, (a0) addq.w #2, ...
by gasega68k
Sat Jun 16, 2018 4:47 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 360
Views: 125082

Re: wolfenstein demo for sega genesis

Hello everyone, I'm back! :) It's been a little over a year since the last version I posted, but I wanted to post a new version of wolf3d. Some of the changes are: NTSC - PAL (50hz) compatible, this means that in PAL systems the game should run at the same speed. Added the automap (finally :)), also...
by gasega68k
Sat Apr 15, 2017 3:42 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 360
Views: 125082

Re: wolfenstein demo for sega genesis

Hello all, I wanted to post a new "enanced" version of Wolf3d. :) Although the game is complete (that is, it has all levels, music, sfx, etc), there are some things I want to add such as automap, I also increased the resolution of the game to 256x144 in the area of vision (before was 256x128), still...
by gasega68k
Fri Nov 20, 2015 2:16 am
Forum: Demos
Topic: Mode 7 demo for Genesis/MD
Replies: 50
Views: 22371

Re: Mode 7 demo for Genesis/MD

Hello everyone, this is a WIP of "sonic Kart" now called Sonic Team Racing. Video: https://www.youtube.com/watch?v=SwW5y4rrvwk Many graphics were taken from Sonic 1 as the backgrounds and some sprites. The graphics of the track, are based a bit on Super Mario Kart (the graphics of the tiles for the ...
by gasega68k
Thu Sep 24, 2015 3:40 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 360
Views: 125082

Re: wolfenstein demo for sega genesis

gasega68k , How progress? Well, I can say that is done, it has all levels (60), enemies, music, samples ... all like the original Wolf3D of PC :) , but need to correct some things and also want to modify some parts of code to improve it. The size of the rom is currently 2.15MB (less than I thought)...
by gasega68k
Wed Sep 16, 2015 4:06 am
Forum: Controls
Topic: Mega Mouse Usage
Replies: 23
Views: 6780

Re: Mega Mouse Usage

I did a demo to test the mouse when I was adding support for Wolf3D, the code is based on the source code for mouse for Wolf32x of Chilly Willy, but I made some small modifications with the help of Chilly Willy and Barone (from sega -16), because I have no mouse and they had two different versions o...
by gasega68k
Fri Aug 28, 2015 4:31 am
Forum: Announcement
Topic: Summer update
Replies: 12
Views: 3080

Re: Summer update

Looks good!. Attachments will be very good too. :)
by gasega68k
Fri Aug 14, 2015 4:42 am
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 5445

I think the problem is here: GameLoop: jsr WaitVBlankStart ; Wait for start of vblank ; Set cursor's position move.w #cursor_id, d0 ; cursor sprite id move.w (cursor_position_x), d1 ; cursor's x position jsr SetSpritePosX ; Set cursor's x position move.w (cursor_position_y), d1 ; cursor's y position...
by gasega68k
Tue Jul 21, 2015 11:28 pm
Forum: SGDK
Topic: New XGM driver !
Replies: 67
Views: 12929

Thank you very much, Stef, I'll try it in a few moments. :D

I had thought that the problem could be in how sonic3d (I guess also sonic3) plays samples.
It's amazing that there is 30% of the frame time without PCM :shock: , it also explains the "noise" in the samples.

Again thank you very much. :)
by gasega68k
Tue Jul 14, 2015 4:02 am
Forum: SGDK
Topic: New XGM driver !
Replies: 67
Views: 12929

I will check that, maybe the VGM export version is not supported. What is the input of SMPSPlay ? i guess it uses SMPS driver music format right ? where you can find that type of rip ? Also about the sample quality, XGM force to resample to 14 Khz (as the driver play at fixed 14 Khz rate) so if the...
by gasega68k
Thu Jul 09, 2015 10:11 pm
Forum: SGDK
Topic: New XGM driver !
Replies: 67
Views: 12929

Edit by Stef: Sorry gasega68k, i used the 'edit' button instead of 'reply' (as i am moderator in this section) and so lost a part of your original message ! I forgot to mention that when I used SMPSplay to log VGM, and then I used xgmtool to optimize the resulting VGM had no samples (I use winamp t...
by gasega68k
Tue Jul 07, 2015 5:15 am
Forum: SGDK
Topic: New XGM driver !
Replies: 67
Views: 12929

Stef: I've been having some problems in converting some files from "VGM" to "XGM" I downloaded several VGM files (from project2612.org) of Sonic 3 and Sonic 3D Blast, and wanted to use them in the "sonic kart" but when I try to convert them to XGM format with xgmtool, it displays many "warnings" lik...