So i found my issue... my wiring was not done properly and required a few modifications. I wired up the input line to the output line, wired up the 5v line to the proper switch pin this time (the other one always gets enabled for some reasons) and used one of the other pin which turns out to be requ...
So i redid my mod, shortened the wires and also tried the other pads and i still could not make it work properly. Unfortunately still the same darn issue : When you manually turn it off, the Sega CD stays on but when you unplug the USB cable from your megadrive, the Sega CD will power itself off. I ...
Beyond the cd issue, I don't think usb gives enough power? The original PSU was something like 10V 1.2A = 12W, while usb only gives 5V 0.5A = 2.5W. Maybe you're connecting to a standalone usb charger rated for 2.5A, using usb charging cables (not regular data cables!), but that's a slightly rare se...
Hello guys, long time no see ! So after seeing a few people doing a USB mod to their NES, i had the idea of doing the same to the Megadrive. Of course as you may know, the 7805 regulator outputs 5V, just like the USB standard, hence why i decided to apply the same mod to it. I managed to make it wor...
Yeah i though about the problem just after having posted the code. The problem is that sprite can be display at any X offset so possible odd address. With 32 bit pointer you force address to be align on 4 bytes, which result in the X movement 4 pixels wide movement. So you definitely need to pass b...
Hmm.... Sorry for annoying you but your new code does not work well for me, the sprites moves correctly vertically but not horizontally. Here's the source : https://github.com/gameblabla/32x-playground And the ROM : https://github.com/gameblabla/32x-playground/raw/master/Example.32x The sprites move...
I could be wrong but i think you forgot to add fbOff++; in the while(x--) loop. I couldn't get it to work as is so i had to hack it a bit : inline void drawSprite(vu32* spriteBuffer, vu16 x, vu16 y, unsigned short xWidth, unsigned char yWidth) { vu32 *frameBuffer8 = (vu32*) &MARS_OVERWRITE_IMG; vu16...
The feature is optional, depends on which address you're using to access the framebuffer (0x24000000 doesn't do it, 0x24020000 does, if I'm reading the manual correctly). Hmm, you're right but oddly enough, i was not using 0x24020000 but 0x24000000 and my sprite was still transparent. Strange. Anyw...
I'm back again (almost gave up on the 32X but i just came back now) and it is clear to me that the 32K color mode is unusable for games, only for static screens. I switched back to using the 256-color mode and after some changes to 32x_images.c, i came up with the following : void drawBackground(cha...
Ok, so i'm already running out of memory... The 32X has two framebuffers of 128Ko, right ? If so, then can i use the other framebuffer to store graphics ? Can it be used at all for that purprose ? Because it seems that i can't display more than a 320x202 screen in 32K mode... I counldn't manage to m...
Well, the 32x does not have hardware sprites (unless you use the Genesis' ones, of course), but you can do it via software; maybe you could take a look at Olivier's SuperVDP or, if you want a 32768 color example with software sprites, maybe you could take a look at my slow, unoptimized and still a ...
Hello guys, so i managed to compile the toolchain and all and i'm already having some issues with drawing on the 32X. I was able to show a 32K picture on screen but drawing a sprite that can be anywhere on screen with transparency is a little more difficult... The examples Chilly provides (32x_image...
Thanks everyone ! And yes , Nick weihs's game is pretty funny i agree. :d Hope you don't mind, but I loved this concept so much that I did a write-up for it on the site I write for called Retro Game Network... Let me know if there is anything you'd want me to add/delete/etc... Smile Thanks for your ...
http://img95.xooimage.com/files/f/2/6/hide-1-439ca75.png Hello everyone ! Hide The Baby was a game by Nick Weihs for PC , Ouya and Web browsers. I reprogrammed the whole game for Sega CD and worked on it for almost one week and now , it is done and complete. The game itself : Basically , you're a s...