Search found 139 matches
- Thu Dec 12, 2019 4:33 am
- Forum: Demos
- Topic: Mode 7 demo for Genesis/MD
- Replies: 56
- Views: 45946
Re: Mode 7 demo for Genesis/MD
MEGA BUMP!! New G-zero version. https://www.youtube.com/watch?v=hMz1T0uTzLI Hi all, as I said on the youtube video description, I made this about 8 months ago, but only shared this on a discord server, so there are some people that already know about this demo, but now I want to make it public. wel...
- Mon Dec 31, 2018 6:39 am
- Forum: Demos
- Topic: CVSD Compressed audio example
- Replies: 74
- Views: 44602
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...
- Mon Aug 13, 2018 4:52 am
- Forum: Megadrive/Genesis
- Topic: 68000 programming optimization tips? (for speed)
- Replies: 28
- Views: 16660
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...
- Mon Jul 02, 2018 6:25 am
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 361
- Views: 197578
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...
- Mon Jun 18, 2018 1:20 am
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 361
- Views: 197578
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, ...
- Sat Jun 16, 2018 4:47 am
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 361
- Views: 197578
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...
- Sat Apr 15, 2017 3:42 am
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 361
- Views: 197578
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...
- Fri Nov 20, 2015 2:16 am
- Forum: Demos
- Topic: Mode 7 demo for Genesis/MD
- Replies: 56
- Views: 45946
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 ...
- Thu Sep 24, 2015 3:40 am
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 361
- Views: 197578
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)...
- Wed Sep 16, 2015 4:06 am
- Forum: Controls
- Topic: Mega Mouse Usage
- Replies: 23
- Views: 14933
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...
- Fri Aug 28, 2015 4:31 am
- Forum: Announcement
- Topic: Summer update
- Replies: 12
- Views: 8001
Re: Summer update
Looks good!. Attachments will be very good too. 

- Fri Aug 14, 2015 4:42 am
- Forum: Megadrive/Genesis
- Topic: Sprite Isn't Showing Up
- Replies: 35
- Views: 9767
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...
- Tue Jul 21, 2015 11:28 pm
- Forum: SGDK
- Topic: New XGM driver !
- Replies: 67
- Views: 21018
- Tue Jul 14, 2015 4:02 am
- Forum: SGDK
- Topic: New XGM driver !
- Replies: 67
- Views: 21018
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...
- Thu Jul 09, 2015 10:11 pm
- Forum: SGDK
- Topic: New XGM driver !
- Replies: 67
- Views: 21018
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...