Search found 3131 matches
- Thu Apr 27, 2023 10:05 pm
- Forum: SGDK
- Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
- Replies: 5
- Views: 65755
Re: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
SGDK does not provide any direct support for sprite multiplexing but it is still possible using the legacy sprite engine (can be enabled through config.h file in last SGDK). The thing is that using sprite multiplexing is tricky as you explicitly need to rewrite the sprite table during display using ...
- Wed Apr 26, 2023 8:32 pm
- Forum: SGDK
- Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
- Replies: 5
- Views: 65755
Re: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
Indeed this is impossible to do it like that as sprite tiles need to be contiguous in VRAM. you need to split your sprite in small 8x8 pixels sprite if you want to use not contiguous tiles.
- Fri Apr 21, 2023 9:51 am
- Forum: SGDK
- Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
- Replies: 5
- Views: 65755
Re: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
SGDK does allow to define manually where are the tiles to use for sprites by using the following function : SPR_setVRAMTileIndex(sprite, tileIndex); You can use a dummy spriteDefinition with a single 8x8 sprite or 16x8 depending the sprite size you need so you create the sprites using these spriteDe...
- Fri Mar 24, 2023 2:33 pm
- Forum: Demos
- Topic: Mode 7 demo for Genesis/MD
- Replies: 63
- Views: 218593
Re: Mode 7 demo for Genesis/MD
Did you realized that the computation time is directly dependent from the "road" vertical size ?
More road means more computation time means fewer "frame per second" which would affect really badly the gameplay.
More road means more computation time means fewer "frame per second" which would affect really badly the gameplay.
- Tue Jan 17, 2023 9:27 am
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2336821
Re: New Documentation: An authoritative reference on the YM2612
Yeah the address / register write delay seems quite short, still not short enough to use a Z80 16 bit write as LD (YMPORT), HL (16 cycles) or LD (YMPORT), DE (20 cycles) I really wanted to use it as even if high byte is written first (at addr + 1), it's not much of an issue as both address ports sha...
- Tue Jan 17, 2023 1:14 am
- Forum: Sound
- Topic: New Documentation: An authoritative reference on the YM2612
- Replies: 865
- Views: 2336821
Re: New Documentation: An authoritative reference on the YM2612
I finally took sometime to make some tests about the minimum safe write timings for the YM2612 / YM3438 chip. I made a lot of tests but still I couldn't test every cases and every registers but hopefully that is enough to confirm (or not) data we got from official documents. I made all my tests usin...
- Fri Jan 13, 2023 11:12 am
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 247193
Re: Regarding the 480i mode on Genesis. . . .
The flickering you're speaking about is because the high resolution mode in done in 448i/480i (note the 'i' which means "interlaced resolution"). This is because that was the way TV was working back in day. Full resolution was made in 2 frames, one frame displaying odd lines, the other frame display...
- Tue Jan 10, 2023 8:33 am
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 247193
Re: Regarding the 480i mode on Genesis. . . .
This is afaik the difference between the 2 interlaced modes on MD, one use 8x8 tiles while the other switch to 8x16 tiles.
- Fri Dec 16, 2022 10:21 am
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 247193
Re: Regarding the 480i mode on Genesis. . . .
That is just the way the register is wired, actually bit 0 is for interlaced mode while bit 1 is for interlacing type (which is meaningless in no interlaced mode).
- Thu Dec 15, 2022 10:23 am
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 247193
Re: Regarding the 480i mode on Genesis. . . .
As Enforcer said, there is 2 interlacing modes on Sega Genesis, and one of them allow to preserve correct aspect. It's just that Sonic 2 used the other mode. See VDP register 0C description here: https://segaretro.org/Sega_Mega_Drive/VDP_registers LS1-LS0: Interlace mode: 00 = no interlace; 01 = int...
- Fri Dec 09, 2022 11:06 am
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 155202
Re: Capabilities of various VDPs at parallax effects
Unfortunately the comparison video is completely off, i already saw it and was surprised about the title as benchmarking and compare VDP performance of the different system sound like a rather difficult task. And here what he did is basically just trying to compare the VRAM write speed from CPU for ...
- Tue Oct 11, 2022 7:12 am
- Forum: SGDK
- Topic: How to duplicate sprites using VRAM tiles once?
- Replies: 5
- Views: 54968
Re: How to duplicate sprites using VRAM tiles once?
SPR_loadAllFrames(..) This couldn´t be used due to severe memory restrictions; There is a 1000 tiles framebuffer in VRAM (some screens have more than 900 different tiles at once), and around 700 free tiles for 20+ sprites... If I execute this sentence: SPR_setVRAMTileIndex(entidad[aux].spr) without...
- Mon Oct 10, 2022 9:16 am
- Forum: SGDK
- Topic: How to duplicate sprites using VRAM tiles once?
- Replies: 5
- Views: 54968
Re: How to duplicate sprites using VRAM tiles once?
You can do that by using SPR_setVRAMTileIndex(..) so you define where the sprite tiles are located in VRAM. You have this function SPR_loadAllFrames(..) function which load all frames of a SpriteDefinition so you can easily share the tile indexes along several sprites then. The sonic sample show an ...
- Fri Aug 26, 2022 8:11 am
- Forum: Announcement
- Topic: Hello you all
- Replies: 8
- Views: 56638
Re: Hello you all
Welcome on the board ! As you noticed indeed forums are not as active than they were some years ago, new tools as Discord appeared and lot of people moved there. I've to admit myself that i rather prefer to use Discord (there is a SGDK discord server), it's just faster to discuss / provide support u...
- Mon Aug 22, 2022 8:24 am
- Forum: Demos
- Topic: [Sega MD] various test roms for emu's
- Replies: 3
- Views: 36837
Re: [Sega MD] various test roms for emu's
Thanks ! These are very useful test ROMs !
First time i saw BlastEm failing on that much tests.
I don't even speak about Gens who fail everywhere![Laughing :lol:](./images/smilies/icon_lol.gif)
First time i saw BlastEm failing on that much tests.
I don't even speak about Gens who fail everywhere
![Laughing :lol:](./images/smilies/icon_lol.gif)