Search found 879 matches

by Sik
Tue Sep 10, 2019 4:55 am
Forum: Hardware
Topic: Making Light gun for LCD TV
Replies: 42
Views: 23909

Re: Making Light gun for LCD TV

Model 1 used a different AV jack than the later models (i.e. different shape), and you don't get the RGB signals from the cartridge slot so you need to use the ones from the AV jack, and that means having to provide a way to connect to both model 1 and model 2 style connectors (indeed this was a pro...
by Sik
Sun Sep 08, 2019 11:19 pm
Forum: Hardware
Topic: Making Light gun for LCD TV
Replies: 42
Views: 23909

Re: Making Light gun for LCD TV

lol heck, I had forgotten the cartridge slot had the required signals lol Though in either case you end up needing something going to the controller ports. I suppose that the advantage of using the cartridge slot is that then you don't need to be tapping the AV port (which is different between model...
by Sik
Sat Sep 07, 2019 7:59 pm
Forum: SGDK
Topic: KGens Debug
Replies: 5
Views: 230

Re: KGens Debug

It looks like it's trying to write to ROM (which is pointless), so I'm going to guess some pointer is wrong and not accessing the correct memory. Your game crashes because it got confused :​v
by Sik
Sat Sep 07, 2019 4:37 am
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 569

Re: Megadrive was always the answer

Also there was no mention of actual capabilities of the expanded side so I'm not sure what sort of logic resources are needed to realize them. Seems to be literally two Mega Drives glued together. But yeah, also don't forget the extra RAM, since you aren't going to fit everything into the FPGA (eve...
by Sik
Fri Sep 06, 2019 5:36 pm
Forum: SGDK
Topic: KGens Debug
Replies: 5
Views: 230

Re: KGens Debug

Bit 2 of register 0 needs to be set to show colors correctly on screen on real hardware (most emulators ignore it). Albeit if the message shows up because first you write zeroes to all registers then write $8004/$8014 later it isn't a big deal (as long as you keep the bit set once you actually start...
by Sik
Thu Sep 05, 2019 5:49 pm
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 569

Re: Megadrive was always the answer

Well, when you're talking about making an add-on to improve the console, you probably want to throw the coprocessors into the mix (especially if you can use them to do something like the 3D in Virtua Racing). So I'd say it's not just a detail. For what's worth it, I think an extended Mega Drive with...
by Sik
Thu Sep 05, 2019 1:29 pm
Forum: SGDK
Topic: Move text on screen
Replies: 2
Views: 117

Re: Move text on screen

Yeah, RPGs do this by using sprites. Not worth trying to use the planes when it's a small graphic and gives more flexibility for the animation.
by Sik
Thu Sep 05, 2019 1:27 pm
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 569

Re: Megadrive was always the answer

cero wrote:
Wed Sep 04, 2019 6:59 am
And the second UMDK and Mega Everdrive x7.
I don't recall any of the Mega Everdrives having an ARM CPU inside them.
by Sik
Wed Sep 04, 2019 12:40 am
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 569

Re: Megadrive was always the answer

Um, that first paragraph basically described the Mega SD…
by Sik
Mon Sep 02, 2019 5:22 pm
Forum: SGDK
Topic: Need Remove All Sprites from VDP
Replies: 9
Views: 217

Re: Need Remove All Sprites from VDP

What is shown on screen? I don't see it at screen, I see on Gens VDP sprites list (Gens > CPU > Debug > Genesis > VDP Sprites). Thank you. Errrr that's exactly what the function is supposed to do then. It doesn't matter if the table is fully cleared as long as the player doesn't see any sprites on ...
by Sik
Sun Sep 01, 2019 6:07 pm
Forum: SGDK
Topic: Need Remove All Sprites from VDP
Replies: 9
Views: 217

Re: Need Remove All Sprites from VDP

I was going to say something like that but then I noticed that the first sprite isn't linking back to 0 so it's possible other sprites may be still shown (the pic doesn't show far enough to tell if it ever ends up linking to some sprite that's visible).

What is shown on screen?
by Sik
Wed Aug 21, 2019 10:22 am
Forum: Controls
Topic: Mega Mouse with wheel
Replies: 9
Views: 1260

Re: Mega Mouse with wheel

Well, that's encouraging.

May as well point to this thread so they implement the enhancements :​P (the trial version of Arkagis Revolution does have some mouse wheel code)
by Sik
Sat Aug 17, 2019 1:58 am
Forum: Controls
Topic: Mega Mouse with wheel
Replies: 9
Views: 1260

Re: Mega Mouse with wheel

DO NOT TRY IT , you may end up burning something, the pin assignment isn't the same. To make that work you'd need custom firmware (since there doesn't seem to be any Mega Drive firmware available) and even then you need to be able to change which pins get VCC and GND (no idea if that adapter can ch...
by Sik
Mon Aug 12, 2019 2:37 pm
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 974

Re: Seamless dungeon crawler effect

I think that by "seamless" he was just referring to the transitions between positions (a lot of dungeon crawlers just teleport you to the new position and it becomes horribly confusing as a lot of the time it looks like you didn't move), no need to be 100% smooth in that case. Sprites can make them ...
by Sik
Mon Aug 12, 2019 6:05 am
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 974

Re: Seamless dungeon crawler effect

Even if you only consider methods, everybody tends to implement things their own way, especially on these consoles where you need to manage different video resources (the two tilemaps and sprites) and pick a trade-off that suits your particular game best (contrast with newer stuff where you get a fr...