Search found 694 matches

by Sik
Thu Aug 02, 2018 8:09 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 199
Views: 12068

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

Pressing Start and another button at the same time is hell (at least in the case of an action game), you need to change the position of your fingers since the Start button is not ready to press while in the usual stance. That's something you want to avoid at all costs. Let's throw more gasoline to t...
by Sik
Thu Aug 02, 2018 7:50 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 199
Views: 12068

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

I mean, going into the options menu every time was the norm :​v And people may want to change other stuff anyway (e.g. if you include a difficulty setting you can be sure that several players will change the default), once you consider that going into the menu to change controls isn't that much of a...
by Sik
Wed Aug 01, 2018 10:35 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 199
Views: 12068

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

When I saw "Cycle Selected Transmutation Attack" I honestly thought it meant being able to change it while paused (like Revenge of Shinobi does for the ninjitsu). I'd imagine you wouldn't be changing the attack often. Then the 6-button controller could be used as an enhancement to let you change it ...
by Sik
Wed Aug 01, 2018 8:23 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 199
Views: 12068

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

A stage select (even rudimentary) would be needed for debugging though, right?

Actually one benefit of implementing menus early is that it makes it easier to implement stuff you'll need while making the game.
by Sik
Sat Jul 28, 2018 3:02 am
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 35
Views: 2995

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

But that's already the case... For the record, my first thought when reading that for some reason was the glasses that came with Jim Power SNES (where one glass was darker than the other so when put together with the weird parallax it'd give a 3D-ish impression). I'm not sure that's really a good id...
by Sik
Fri Jul 27, 2018 11:16 pm
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 35
Views: 2995

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

I think Chilly Willy is referring to how the ground is irregularly sloped in those games instead of being flat.
by Sik
Wed Jul 18, 2018 6:31 pm
Forum: Announcement
Topic: Plutiedev site is up!
Replies: 1
Views: 284

Plutiedev site is up!

Just opened the Plutiedev site! https://www.plutiedev.com/ Going to be uploading stuff about Mega Drive development (as I feel like it), so I thought it may be relevant. Not much for now but there's a couple of effects described there. I may start writing about more mundane stuff at first however. H...
by Sik
Mon Jul 16, 2018 8:45 pm
Forum: Cartridge
Topic: Size limits
Replies: 11
Views: 600

Re: Size limits

It's possible that particular mapper only had enough pins to map 32MB. And yeah, if I recall correctly there's work to make one that can address up to 128MB (we should call it the GIGA POWER cartridge since it's 1 gigabit :v). And technically nothing prevents you from using the remaining 8 bits from...
by Sik
Mon Jul 16, 2018 12:04 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 199
Views: 12068

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

mix256 wrote:
Mon Jul 16, 2018 6:51 am
Slacking in updates, mostly because I'm hard at work on the game. Which is good, I guess.
You can pick a specific period (e.g. every one or two weeks) to do updates if you see there's enough regular progress to fill it in (・・ )
by Sik
Mon Jul 16, 2018 5:43 am
Forum: Cartridge
Topic: Size limits
Replies: 11
Views: 600

Re: Size limits

For the record, I'm not sure where the 32MB limit comes from (as we don't have any actual official docs from the mapper - what we know is from reverse engineering I think?). But yeah, you can use the mapper to go over 8MB easily if you have a cartridge that actually provides that much memory. In the...
by Sik
Mon Jul 09, 2018 7:35 am
Forum: Megadrive/Genesis
Topic: 68000 programming optimization tips? (for speed)
Replies: 23
Views: 2593

Re: 68000 programming optimization tips? (for speed)

The Scc instructions only come in byte size so if I want a word or long result I actually need to use AND if I want 1 instead of -1 (I mean, I could use EXT and NEG together, but it's not better and takes up more lines of code). EDIT: also using AND you can get other values like 2 or 4. Convenient f...
by Sik
Mon Jul 02, 2018 2:45 pm
Forum: Megadrive/Genesis
Topic: Random special effects pics
Replies: 7
Views: 826

Re: Random special effects pics

The spheres in the last level of Earthworm Jim 2 (20:03 in the video) https://youtu.be/DVAl6bsJiJY?t=1203 Let's dissect it: https://i.imgur.com/RP52DJd.png https://i.imgur.com/MUSfTKM.png Plane B has a few circles that peek through the gaps in plane A. It just scrolls around to animate it, the inter...
by Sik
Wed Jun 20, 2018 10:08 pm
Forum: Video Display Processor
Topic: How h interrupt register works?
Replies: 7
Views: 1169

Re: How h interrupt register works?

Well, two steps ahead is not that problematic (even if a bit annoying)... the problem is what you do the first time - the first two interrupts have to happen with the same interval, no way to avoid that situation.
by Sik
Tue Jun 19, 2018 2:12 am
Forum: SGDK
Topic: Pixel,circle,square and line draw
Replies: 8
Views: 495

Re: Pixel,circle,square and line draw

It just rewrites those sprite entries during hblank interrupts (possibly just the X and Y coordinates - an autoincrement of 6 can help here). Note that you don't need to rewrite them every line (that'd be slow), just fast enough that it matches the difference between two uses of the same sprite (whi...
by Sik
Mon Jun 18, 2018 9:59 pm
Forum: SGDK
Topic: Pixel,circle,square and line draw
Replies: 8
Views: 495

Re: Pixel,circle,square and line draw

I'm doing rain and snow effects for my rpg, I'll analyze if I get more perfomance like this or with tiles. Although I have already seen that the functions are very different from the "line" of the Amiga and Msx. There's a game (forgot the name now) that multiplexes two sprites across the screen and...