Search found 592 matches

by Sik
Wed Nov 22, 2017 5:51 am
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 8
Views: 376

Re: Best way to manage sprites

And yes, macros also need to state which registers they can trash or you end up in the exact same situation, the only difference is that they're inlined instead of having a BSR/RTS pair to go. So that made your suggestion above pretty useless in practice. Can't you pass arguments to macros? I haven...
by Sik
Wed Nov 15, 2017 11:12 am
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 8
Views: 376

Re: Best way to manage sprites

2) I actually managed to get bitten once by not making clear optional (tip: don't ever do a fade in function that halts the game unless you explicitly make it not clear the sprite table) Do not allow a function EVER to halt the global game loop function! Seems the easy way but complicates everythin...
by Sik
Tue Nov 14, 2017 5:10 pm
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 8
Views: 376

Re: Best way to manage sprites

1) It's an API for the sprite manager [...] What api are you talking about? SGDK perhaps? but we were talking about code in asm, what has to do that with SGDK which is in C? I was referring to one's own APIs ( '-') Different parts of the program can be grouped into "subsystems" with their own APIs ...
by Sik
Fri Nov 10, 2017 11:35 pm
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 8
Views: 376

Best way to manage sprites

Splitting from http://gendev.spritesmind.net/forum/viewtopic.php?f=2&t=2739#p32653 because I don't want to pollute that thread. About the "Reset/Clear" function: As you do with a typical 3D game where you resend all the meshes (triangles) every frame to the render engine, I think is convenient to re...
by Sik
Fri Nov 10, 2017 12:46 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 775

Re: Sprite List Code Messed Up

Anyway, perhaps you should reconsider the whole thing. What about having a function that takes an Actor and a list of sprites in a custom structure and builds the required hardware sprite list. AddSprite sounds convenient for starters toying with the machine, but not for an actual game setup. I use...
by Sik
Tue Nov 07, 2017 7:03 am
Forum: Super 32X
Topic: "The Question" ported to 32X
Replies: 19
Views: 683

Re: "The Question" ported to 32X

That's really weird; AFAIK, there's no routine on the engine that would reach beyond the size of the compiled code. Taking a guess: when the setting is set to HW, it'll get confused if the ROM has a weird size and end up trimming part of the end of the ROM (and mirror everything before that). Then ...
by Sik
Sun Nov 05, 2017 7:12 pm
Forum: Super 32X
Topic: "The Question" ported to 32X
Replies: 19
Views: 683

Re: "The Question" ported to 32X

EDIT2: The current NeoMyth menu mirrors rom data to make certain games work that expect mirroring. This mirroring of the data is probably what's making the original file fail - maybe the engine sees the extra data as game data that's corrupted or something. Not sure how I should distinguish games t...
by Sik
Wed Nov 01, 2017 7:13 pm
Forum: Video Display Processor
Topic: 16 colors 1 hscan
Replies: 8
Views: 359

Re: 16 colors 1 hscan

By not doing this : move.l d0, (a0) Turns out the instruction runs so fast that it causes issues if you happen to do it right at the wrong spot in the scanline. This is probably why the Sega docs say to do it in two word writes and/or moving the command from RAM to the VDP control port. We also ran ...
by Sik
Wed Nov 01, 2017 5:46 am
Forum: Video Display Processor
Topic: 16 colors 1 hscan
Replies: 8
Views: 359

Re: 16 colors 1 hscan

You know, it'd help if the boundaries of the screen were explicitly displayed. I can't tell whether the garbage is in border area or not (and I know a few consoles have issues with doing a DMA to CRAM from hblank... actually resulted in palette occasionally reloading as pure white in Overdrive 1 unt...
by Sik
Sun Oct 22, 2017 1:11 am
Forum: Video Display Processor
Topic: 'torch' effect ?
Replies: 5
Views: 226

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: 66
Views: 2839

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: 5
Views: 462

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: 222

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: 558

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: 558

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...