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by ehaliewicz
Tue Jun 28, 2022 5:17 pm
Forum: Demos
Topic: 2.5D engine demo for Megadrive/Genesis
Replies: 9
Views: 12759

Re: 2.5D engine demo for Megadrive/Genesis

danibus wrote:
Tue Jun 28, 2022 1:53 pm
I follow you in Twt then I already saw your progress. Impresive!

Did u think about add a "doom soldier" instead card and let him follow you?
Sure, although the keycard is just placeholder art, I'm not making a doom clone :)

I'm making a rle optimizer tool right now and have some art to test
by ehaliewicz
Tue Jun 28, 2022 3:44 am
Forum: Demos
Topic: 2.5D engine demo for Megadrive/Genesis
Replies: 9
Views: 12759

Re: 2.5D engine demo for Megadrive/Genesis

I added a couple things recently, so I think it might be worth posting.

Now it can render objects, print messages to the bottom of the screen with a variable-width font, and you can pick up the blue keycard here :).
Screenshot 2022-06-27 203903.jpg
Screenshot 2022-06-27 203903.jpg (31.16 KiB) Viewed 11592 times
Screenshot 2022-06-27 203934.jpg
Screenshot 2022-06-27 203934.jpg (40.06 KiB) Viewed 11592 times
by ehaliewicz
Mon Mar 07, 2022 9:24 am
Forum: Demos
Topic: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
Replies: 12
Views: 10820

Re: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive

Sorry, I forgot there were many developers on this forum and tried to dumb down my explanations. There is not enough VRAM available to cover this scenario. This actually was the first issue I had when attempting an undo feature. For now, I only see the possibility to reduce canvas (which I don't wa...
by ehaliewicz
Mon Mar 07, 2022 5:34 am
Forum: Demos
Topic: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
Replies: 12
Views: 10820

Re: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive

> User would have to consider these 2 layers constantly and tools would need to react considering both too. This would be too difficult to comprehend. I don't mean to argue, but as a programmer I'm thinking about how to solve this problem. If you have enough VRAM and RAM for a bitmap for both layers...
by ehaliewicz
Sun Mar 06, 2022 5:54 pm
Forum: Demos
Topic: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
Replies: 12
Views: 10820

Re: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive

Very cool project.
Is it possible to use both planes to support up to 31 colors?
by ehaliewicz
Fri Feb 18, 2022 6:30 pm
Forum: Demos
Topic: 2.5D engine demo for Megadrive/Genesis
Replies: 9
Views: 12759

Re: 2.5D engine demo for Megadrive/Genesis

danibus wrote:
Fri Feb 18, 2022 3:43 am
VERY impressive. Smooth as silk. See you in Twitter for updates.

Also suggest to change actual textures for other ones, i.e. heretic textures, I think medieval ones will be nicer than futuristic ones.
Thanks!
It's worth a shot, but I'm not the artist. Maybe we'll try it out :)
by ehaliewicz
Tue Feb 15, 2022 8:57 pm
Forum: Demos
Topic: 2.5D engine demo for Megadrive/Genesis
Replies: 9
Views: 12759

2.5D engine demo for Megadrive/Genesis

I realized I haven't posted this here until now. For the last 2 years off and on I've been working on a couple versions of a 2.5/3D engine for megadrive/genesis. It supports arbitrary wall angles, different floor and ceiling heights, moving floors and ceilings, textured walls, sector light levels, a...
by ehaliewicz
Mon Sep 10, 2018 6:06 pm
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 30
Views: 58620

Re: Beehive - a Mega Drive tile and map editor

I use GIMP for most of my work. Do: Image -> Mode -> Indexed... set it to 16 colours, and export as BMP. [s]Yeah, this is exactly what i'm doing and with no success, I might update GIMP and see if the bewer version works.[/s] Nevermind! Turns out GIMP doesn't like giving indexed palettes to RGB ima...
by ehaliewicz
Thu May 24, 2018 6:28 pm
Forum: Super 32X
Topic: Glide 32X
Replies: 8
Views: 16644

Re: Glide 32X

Note that it's possible the slow down comes from elsewhere, e.g. screwing up how you're doing the pixel writes to the framebuffer. So you need to check out that stuff first if you ever want to try again. I remember writing a sprite blitting engine for the 32X once that I think was severely bottlene...
by ehaliewicz
Sun Apr 16, 2017 3:29 am
Forum: Demos
Topic: OVERDRIVE II
Replies: 29
Views: 42731

Re: OVERDRIVE II

Crazy good work, wanna give us a hint on how the transparency was done?
by ehaliewicz
Sun Mar 12, 2017 8:55 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 455699

Re: wolfenstein demo for sega genesis

The rotation would completely negate any advantage, not to mention that the scaling would already prevent you from manipulating multiple pixels at once like that. If you want a suggestion, arrange the tiles in the same order as for sprites (i.e. first vertical then horizontal). This will guarantee ...
by ehaliewicz
Wed Mar 08, 2017 7:43 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 455699

Re: wolfenstein demo for sega genesis

Can anybody explain the method this game uses for drawing columns? I'm working on a demo that draws columns but I would like to rotate my buffer in software from row to column order (to allow fast drawing of vertical columns by writing multiple pixels at once), and I had the idea that this demo achi...
by ehaliewicz
Tue Oct 04, 2016 7:05 pm
Forum: Tools
Topic: 68000 instruction timing from source?
Replies: 14
Views: 15522

Re: 68000 instruction timing from source?

What you really want is some sort of profiler.
by ehaliewicz
Wed Jul 27, 2016 7:07 am
Forum: Demos
Topic: Malabars Bumper (demo by Resistance)
Replies: 6
Views: 6022

Re: Malabars Bumper (demo by Resistance)

Yup, sorry about Gens :( As said in the http://www.pouet.net/prod_nfo.php?which=67778 , http://www.astrofra.com/posts/misc/2016-07-24_091413.jpg we stumbled on several issues with Gens, especially regarding the audio that could not replay the PCM tracks at the proper speed :/ Kega Fusion, Exodus an...
by ehaliewicz
Fri Jul 01, 2016 6:00 pm
Forum: SGDK
Topic: What do you use for sorting?
Replies: 15
Views: 10263

Re: What do you use for sorting?

For small lists of objects that don't move position often, insertion sort is probably the algorithm you want.

Edit: actually read the whole thread, nevermind