Search found 612 matches

by Sik
Wed Jan 17, 2018 4:29 pm
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 353

Re: Tile Map Code

Given the shape of the HUD, you could just put it as a whole in the window plane (if you set both the horizontal and vertical divisions, then plane A will only show up in one of the resulting boxes, which matches the shape you have here). That also would mean both planes are free for the background ...
by Sik
Tue Jan 16, 2018 2:08 pm
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 353

Re: Tile Map Code

What the protagonist sees is in the view port to the left. The box to the right will show the protagonist, and what is behind the protagonist. Both views are on the same plane. If I try sliding I'd wipe out the rear view. The HUD is on another plane. I don't want to turn the HUD into a sprite as I'...
by Sik
Fri Jan 12, 2018 2:41 pm
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 353

Re: Tile Map Code

What the protagonist sees is in the view port to the left. The box to the right will show the protagonist, and what is behind the protagonist. Both views are on the same plane. If I try sliding I'd wipe out the rear view. The HUD is on another plane. I don't want to turn the HUD into a sprite as I'...
by Sik
Fri Jan 12, 2018 11:56 am
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 353

Re: Tile Map Code

Oh, prerendered backgrounds... wait, that's completely going to trash your ROM space unless you switch to Sega CD instead x_x

Ever looked at Silent Debuggers? (PC Engine game) It gets away with just scrolling sideways to make it look like the player is turning around. Would that be a better approach?
by Sik
Fri Jan 12, 2018 11:51 am
Forum: Hardware
Topic: TF530 as MD 68030 turbocard?
Replies: 9
Views: 598

Re: TF530 as MD 68030 turbocard?

ColdFire lacks a lot of instructions though, and the ones that remain aren't even encoded the same way from what I gather =/ May as well throw in a 2GHz ARM CPU instead.
by Sik
Thu Jan 11, 2018 1:47 am
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 9
Views: 319

Re: Project C - WIP - Sega Genesis / Mega Drive

Welp.

Then yeah that's barely worth it, may as well add more overlap if going that way.
by Sik
Wed Jan 10, 2018 11:28 pm
Forum: Hardware
Topic: TF530 as MD 68030 turbocard?
Replies: 9
Views: 598

Re: TF530 as MD 68030 turbocard?

I recall Jorge once bringing up that the VDP can happily take the 68000 running at MClk/2, but the surrounding components need to be changed to cope with it (and also faster RAM).

Would be interesting to see what a ~26MHz 68000 could do.
by Sik
Wed Jan 10, 2018 10:57 am
Forum: Controls
Topic: IO Support Header Values
Replies: 1
Views: 65

Re: IO Support Header Values

https://github.com/sikthehedgehog/mdtools/blob/master/headgen/doc/header ID | Device ID | Device ----+-------------------- ----+---------------------- "A" | Analog joystick "M" | Mouse "B" | Trackball "P" | Printer "C" | CD-ROM (Mega CD) "R" | RS-232 device (modem) "D" | ??? "T" | Tablet "F" | Flopp...
by Sik
Wed Jan 10, 2018 6:22 am
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 9
Views: 319

Re: Project C - WIP - Sega Genesis / Mega Drive

My biggest grip is the walking animation, it's slow and the low keyframe count isn't helping so when you start running it feels like you're still standing. But I'm assuming it's early WIP and that it isn't the full-fledged animation. Just out of curiosity: have you structured the game like this? Sky...
by Sik
Mon Jan 08, 2018 10:02 pm
Forum: Megadrive/Genesis
Topic: Developing a new engine
Replies: 6
Views: 330

Re: Developing a new engine

I guess the games that do it only do so because they were originally programmed when it seemed more stable and they just kept getting hacks on top of it instead of just having the DMAs rewritten. Welp.

And yeah, I'd consider that feature to be completely non-working.
by Sik
Mon Jan 08, 2018 4:42 am
Forum: Announcement
Topic: New spammer countermeasure
Replies: 5
Views: 412

Re: New spammer countermeasure

Well, it's clearly not working now, already spotted two (three?) spam posts recently =/
by Sik
Sun Jan 07, 2018 4:57 am
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 1842

Re: Compiling asmx

Good call... especially because I forgot what change I had made was the one that fixed the CMP issue =/ asm68k.c: --- asm68k-asmx.c 2016-07-12 22:05:50.444463000 -0300 +++ asm68k-sikasm.c 2016-07-28 05:19:36.954015000 -0300 @@ -892,12 +892,14 @@ } else { + /* if (evalKnown && val == 0) { // 010 (An)...
by Sik
Fri Jan 05, 2018 7:38 am
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 1842

Re: Compiling asmx

That's the part I can't do because asmx doesn't have any proper license =/
by Sik
Thu Jan 04, 2018 5:29 pm
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 1842

Re: Compiling asmx

Yeaaaaaah whenever it sees 0(An) it always optimizes it into (An) regardless of settings. Ran into it the hard way because it effectively makes MOVEP unusable with an offset of 0 >_> (MOVEP only supports nn(An) and not (An), so 0(An) becoming (An) literally made it not build). I had to fix it in my ...
by Sik
Sat Dec 30, 2017 2:32 pm
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 1842

Re: Compiling asmx

Yeah, literally the same issue (conversion of control codes). Didn't think 0x0F would be affected too though. I'd have suggested to just go change all calls to fopen, but I imagine that you're probably using CRLF newlines in your source code and the assembler expecting LF and hence you need to keep ...