Search found 753 matches

by Sik
Thu Feb 14, 2019 9:04 pm
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 9
Views: 692

Re: Help scale and rotation sega genesis

I mean, there's always the Sonic 1 approach :​v https://www.youtube.com/watch?v=2MKByhhm_S4 And one of the Seven Force forms in Gunstar Heroes is a gun that takes the same approach (the boss as a whole is like that, really). That still requires sprites for several angles but not for all of them (mot...
by Sik
Tue Feb 12, 2019 8:54 pm
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 9
Views: 692

Re: Help scale and rotation sega genesis

But that's Sonic Mania, it's running on hardware that's both a lot more powerful and that has a tad more of memory.

Sonic 3 didn't have those guns at all.
by Sik
Tue Feb 05, 2019 9:26 pm
Forum: SGDK
Topic: Circular Transparency
Replies: 5
Views: 182

Re: Circular Transparency

I don't think I've seen anybody pull it off on Mega Drive, so that should tell you something already (on SNES it's easier as you can exploit its window feature for that purpose). Only obvious suggestion that comes to my mind is to redraw the tilemap (literally move the holes themselves in it, rather...
by Sik
Sat Feb 02, 2019 5:37 pm
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 350

Re: Interlaced rendering?

Also it just hit me that 32X's forced double buffering is probably going to get in the way pretty hard (as what will be in the framebuffer are the contents two frames ago, not one).
by Sik
Fri Feb 01, 2019 11:46 pm
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 350

Re: Interlaced rendering?

The interlaced mode on the Mega Drive is mainly intended for doubling the resolution, not halving it. It'd end up doing exactly the opposite of what you intend.

Also I don't think the 32X even supports it, but I could be wrong.
by Sik
Fri Feb 01, 2019 5:47 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 768
Views: 320114

Re: Sega Genesis Dev Kit (SGDK)

Well, later consoles (and some DOS programs :​v) would resort to "overlays" which are chunks of code that can be loaded and unloaded as needed… I suppose that bank switching support on SGDK would require a scheme like that. And yes, this is something that needs help from the linker (to put data in o...
by Sik
Tue Jan 29, 2019 10:25 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 250
Views: 26064

Re: Tänzer, a "ninja" game (Dev Diary thread)

Huh, yeah, that's very definitely broken hardware o.o; Things that could be broken: - right audio cable is broken, sending garbage - audio mixing circuit is broken, causing garbage to go on that cable - TV stereo circuit is broken, causing it to misbehave when getting stereo from that connection It'...
by Sik
Tue Jan 29, 2019 10:20 pm
Forum: SGDK
Topic: Need fast tile-rendering
Replies: 13
Views: 522

Re: Need fast tile-rendering

Look here? (you'd be drawing tiles instead of RGB pixels but the basic concepts apply)
https://lodev.org/cgtutor/raycasting.html
by Sik
Thu Jan 17, 2019 6:08 pm
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 9
Views: 692

Re: Help scale and rotation sega genesis

Huuuuh yeah, get good at unrolling loops in asm and cycle counting because you'll need it (and by that I mean "unroll the loops for whole lines"). Although if you only limit yourself to scaling instead of rotation it'll be much easier, so you may want to look into that. I wouldn't expect 60 FPS (unl...
by Sik
Thu Jan 17, 2019 8:44 am
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 9
Views: 692

Re: Help scale and rotation sega genesis

You could do it in software, but it's slow as hell (hence "Mega Drive can't do scaling/rotation") so you need to find ways to cheat :​O) If we're talking about sprites that don't take up the full screen (and you have some bandwidth to spare) these techniques could be useful: https://plutiedev.com/sc...
by Sik
Fri Jan 11, 2019 2:06 am
Forum: SGDK
Topic: Do you need tutorials ?
Replies: 71
Views: 14032

Re: Do you need tutorials ?

Just firing an interrupt every line (with an interrupt that returns immediately) will eat up about 10% of the CPU. So yeah… Also there's the problem that in practice you really don't want pixel-perfect collision: e.g. with enemies or other hazards you want to allow some contact before it registers (...
by Sik
Wed Jan 02, 2019 6:55 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 1298

Re: Sprite sorting

Thanks Stef! ...can't you reverse add ordering so they are added from top to bottom priority order in the meantime... No I can't, since the order of the 16 added sprites aren't important. It is only important that they all appear in front of the already existing sprites (especially the sprite that ...
by Sik
Sun Dec 30, 2018 5:37 am
Forum: Megadrive/Genesis
Topic: Tons of trouble with Echo (pulling my hair out)
Replies: 11
Views: 605

Re: Tons of trouble with Echo (pulling my hair out)

Locking a channel outright forces a key-off on return (on the assumption that BGM will eventually play a new note later). Behavior has to be like this because it's not always possible to restore an ongoing note (it's pretty problematic for FM in particular).
by Sik
Fri Dec 28, 2018 5:59 am
Forum: Megadrive/Genesis
Topic: Tons of trouble with Echo (pulling my hair out)
Replies: 11
Views: 605

Re: Tons of trouble with Echo (pulling my hair out)

First of all my BGM files are locking all of the channels, which seems sorta wrongish. …yeah, Echo will screw up spectacularly if you try to use the lock commands in a BGM (it'll try to execute a different event and possibly go out of sync with the stream, which means it'll execute garbage… althoug...
by Sik
Thu Dec 27, 2018 5:32 pm
Forum: Megadrive/Genesis
Topic: Tons of trouble with Echo (pulling my hair out)
Replies: 11
Views: 605

Re: Tons of trouble with Echo (pulling my hair out)

That sounds more like a bug in Echo than hardware >.> Not like I can tell without the stream.

Echo is a buggy piece of shit and honestly I'm surprised anybody still uses it instead of XGM. Maybe because the latter doesn't do FM sound effects…