Search found 583 matches

by Sik
Sun Oct 22, 2017 1:11 am
Forum: Video Display Processor
Topic: 'torch' effect ?
Replies: 5
Views: 48

Re: 'torch' effect ?

That's the SNES version though (SNES has it easy)... here's the Mega Drive counterpart https://youtu.be/6znkZOa5EBE?t=817 The question is whether you want to waste a plane or not. Wasting a whole plane on it makes things much easier, but it means no parallax (or minimal one, if aided through sprites...
by Sik
Sat Oct 21, 2017 12:38 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 63
Views: 2123

Re: Algorithm for splitting sprites

Miquel wrote:
Fri Oct 20, 2017 6:16 pm
Nice to read document, but for the current matter ads no advance.
Aside from the fact that it seems Chopper will occasionally include blank tiles from the looks of it.
by Sik
Thu Oct 19, 2017 7:36 am
Forum: SGDK
Topic: The legend of Leyria - Rpg for Genesis
Replies: 4
Views: 106

Re: The legend of Leyria - Rpg for Genesis

First of all, before going beyond 4MB consider looking into compression. You can cram in a lot more of data in the same space. In the case of a RPG, you should even look at compressing text (since there's a lot of it). For context: Phantasy Star IV is 3MB, and it's not a particularly short game. If ...
by Sik
Tue Oct 17, 2017 6:55 pm
Forum: Controls
Topic: handle multi vs single press
Replies: 5
Views: 115

Re: handle multi vs single press

BUT if I do this, it's totally possible to start to kick (A) before I detect the player wants in fact use the special attack (pressing BC on next frame) And the special attack will cancel out the kick while also doing damage to just about everything on screen anyway. Whatever got kicked got bonus d...
by Sik
Mon Oct 16, 2017 4:26 am
Forum: Blabla
Topic: Make a wish / What if : Genesis
Replies: 20
Views: 347

Re: Make a wish / What if : Genesis

So small palette it's really hard to understand because you could sacrifice horizontal scroll memory, or use an external memory chip. Perhaps they were happy with the final result or perhaps they didn't want to go close to arcades, their big revenue back then. Er, horizontal scroll data is stored i...
by Sik
Thu Oct 12, 2017 4:22 pm
Forum: Blabla
Topic: Make a wish / What if : Genesis
Replies: 20
Views: 347

Re: Make a wish / What if : Genesis

Hmm I seem to remember reading somewhere that if the Master System video mode was sacrificed, there would be enough CRAM available for more palettes, or something similar to that. Never mind! Because Tiido keeps insisting that Master System compatibility eats up a lot of die space even though we ha...
by Sik
Thu Oct 12, 2017 8:35 am
Forum: Megadrive/Genesis
Topic: DMA transfer to CRAM visible however the screen is off.
Replies: 21
Views: 2445

Re: DMA transfer to CRAM visible however the screen is off.

There's more to it, you need to land on a refresh slot to get it to sync, otherwise it doesn't work - which to do reliably requires that you actually know about the refresh slots in the first place - not to mention trying to fill up the FIFO during passive scan, which usually wouldn't happen. Also i...
by Sik
Thu Oct 12, 2017 8:23 am
Forum: Blabla
Topic: Make a wish / What if : Genesis
Replies: 20
Views: 347

Re: Make a wish / What if : Genesis

1) 4 palettes for BG, 4 palettes for Sprites. [...] 1 Is the most tragic, as it could theoretically be achieved for free, as ob1 mentioned. No. It was part of the original plan but they had to cut it because they ran out of die space (a bunch of other features got cut out for the same reason). From...
by Sik
Thu Oct 12, 2017 7:55 am
Forum: Megadrive/Genesis
Topic: DMA transfer to CRAM visible however the screen is off.
Replies: 21
Views: 2445

Re: DMA transfer to CRAM visible however the screen is off.

Yeah, it has actually been mentioned here that somebody in the '90s had almost figured it out (although it had never been mentioned who ), but they couldn't get it to sync reliable and put it into use in a reasonable way. Also from the comments: " I'd love to see some demoscene that can take advanta...
by Sik
Thu Oct 12, 2017 7:52 am
Forum: Megadrive/Genesis
Topic: What does S/TE mean?
Replies: 2
Views: 108

Re: What does S/TE mean?

...I suddenly feel kind of dumb for not thinking on that one (especially since its main use was indeed to make translucent graphics to do shadows).
by Sik
Wed Oct 11, 2017 9:47 pm
Forum: Megadrive/Genesis
Topic: What does S/TE mean?
Replies: 2
Views: 108

What does S/TE mean?

If you look at the official docs, the shadow/highlight enable bit is called S/TE. Now, E is a common suffix in register bits (it means "enable"), so that means the official name for the mode is S/T. While S is easy to guess ("shadow"), what the heck does T stand for? I know we don't have any officia...
by Sik
Wed Oct 11, 2017 7:04 pm
Forum: Blabla
Topic: Make a wish / What if : Genesis
Replies: 20
Views: 347

Re: Make a wish / What if : Genesis

Guys, the idea is to ask for a single thing, not a whole list (・_・) - very simple logic to transform TILE <--> BITMAP (a la SegaCD) To be fair, if you're doing a custom cartridge with RAM on it you can do that by just mirroring it and arranging the address lines differently in the mirror (note that ...
by Sik
Mon Oct 09, 2017 4:35 pm
Forum: Hardware
Topic: TF530 as MD 68030 turbocard?
Replies: 2
Views: 96

Re: TF530 as MD 68030 turbocard?

Even overclocking the 68000 is enough to break a lot of things. Also you won't gain that much with speeding up the CPU aside from software rendering, because the VDP can't keep up with a much faster CPU (I think the limit is a 68000 at 10MHz, anything that can use the bus faster than it will break t...
by Sik
Sun Oct 08, 2017 10:36 pm
Forum: SGDK
Topic: Horizontal interrupts to stretch image?
Replies: 10
Views: 274

Re: Horizontal interrupts to stretch image?

Maybe a better method would be to reserve a small amount of RAM (say 128 bytes) and then copy the hblank handler directly into it, then point the hblank vector there. Sure, somebody could pass a handler that's larger than that, but it's probably safe to assume such a handler is doing something that ...
by Sik
Fri Oct 06, 2017 3:48 pm
Forum: SGDK
Topic: Horizontal interrupts to stretch image?
Replies: 10
Views: 274

Re: Horizontal interrupts to stretch image?

If I remember correctly there is a function pointer to be used for those reasons, just change the vertical scroll then, but you need a new scroll value for each call, better having it pre-calculated. Or calculating it outside hblank where timing is not an issue (i.e. in the main "thread", or during...