Search found 141 matches

by gasega68k
Sun Sep 19, 2021 4:46 am
Forum: Demos
Topic: Mode 7 demo for Genesis/MD
Replies: 63
Views: 247690

Re: Mode 7 demo for Genesis/MD

Could you post the standalone "Port Town" music vgm? Thanks! The "Port Town" music wasn't done by me it was a Raijin amazing work! He made it on 2015 when I did the first G-zero demo, you can find it here: https://www.sega-16.com/forum/showthread.php?29069-Mode-7-demo-for-Genesis-MD&p=703907&viewfu...
by gasega68k
Sun Sep 19, 2021 4:40 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 530800

Re: wolfenstein demo for sega genesis

Hi, masteries First, congratulations for your great port of Wolf3D to MegaDrive / Genesis, Thanks! :) Second, some technical questions regarding how the drawing process is implemented for MegaDrive / Genesis: -Due to this system only manages 8x8 tiles, ¿are texture tiles precalculated in the ROM spa...
by gasega68k
Thu Dec 12, 2019 4:33 am
Forum: Demos
Topic: Mode 7 demo for Genesis/MD
Replies: 63
Views: 247690

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...
by gasega68k
Mon Dec 31, 2018 6:39 am
Forum: Demos
Topic: CVSD Compressed audio example
Replies: 74
Views: 77017

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: 28
Views: 43309

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: 364
Views: 530800

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: 364
Views: 530800

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: 364
Views: 530800

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: 364
Views: 530800

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: 63
Views: 247690

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: 364
Views: 530800

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: 48093

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: 24255

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: 24776

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: 50889

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. :)