Search found 623 matches

by Sik
Tue Feb 20, 2018 3:45 pm
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 17
Views: 772

Re: Tectoy's weird VDP behavior

That'd explain why Miniplanets crashes at random at least... (it probably breaks NBA Jam too then? or was that just controller access without halting the Z80?)
by Sik
Sun Feb 18, 2018 9:05 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1179

Re: Unnamed "ninja" game (Dev Diary thread)

Wait, I thought rescomp was written in Java? May as well just use a native Java VM. Or is that particular tool not using it?
by Sik
Wed Feb 14, 2018 11:31 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1179

Re: Unnamed "ninja" game (Dev Diary thread)

Well, sprite limits are your enemy here so don't try to do it on wide areas...
by Sik
Wed Feb 14, 2018 5:14 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1179

Re: Unnamed "ninja" game (Dev Diary thread)

It involves exploiting layer priorities and sprite ordering: sprites are put on top of each other strictly by order (ignoring the priority bit), and then the end result is mixed with the other two layers (only here the priority bit takes place). This means that a low priority sprite can cover a high...
by Sik
Mon Feb 12, 2018 12:35 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1179

Re: Unnamed "ninja" game (Dev Diary thread)

It's the clouds.
by Sik
Sun Feb 11, 2018 3:39 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1179

Re: Unnamed "ninja" game (Dev Diary thread)

How long before somebody complains about the vertical dither on the beam? Anyway, on a more important matter: you may want to push in the HUD a tile inwards horizontally (the safe margins are 2 tiles horizontally and 1 vertically - and yes, HDTVs still eat the margins if they come from analog signal...
by Sik
Fri Feb 09, 2018 4:21 pm
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 24
Views: 834

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

I was thinking of 8-bit rotation on two long values which is 48 cycles in total (24*2) and you'd need to do it for every extra pair of digits in addition to another ABCD... doing it from memory directly is faster than that, besides requiring less instructions (and hence being simpler to understand)....
by Sik
Thu Feb 08, 2018 11:04 pm
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 24
Views: 834

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

Well, ABCD uses carry so you can concatenate multiple of them easily to do larger numbers... May want to add those values in RAM to make this easier (otherwise you need to use many rotations which is slow). At least it should be faster than the approach there (in terms of cycles). Dividing would be ...
by Sik
Thu Feb 08, 2018 10:59 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1179

Re: Unnamed "ninja" game (Dev Diary thread)

If you want to not waste your sprite then you need to define a sprite of nx2tiles where n is the number of digits you need. For instance 7 digits, you sprite sheet will look like this : 1st row - 0123456 2nd row - 56789 The second row is needed just for missing numbers so you can use it to feed mis...
by Sik
Tue Feb 06, 2018 3:07 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1179

Re: Unnamed "ninja" game (Dev Diary thread)

I'm trying to get the HUD up and running now. Going to be handling this with sprites, I thought. But turns out I have no idea how to go about doing that. I guess I need to create a sprite that is the size of the score width and then manually get the sprite definition (which is the actual font) to a...
by Sik
Tue Feb 06, 2018 1:02 pm
Forum: Demos
Topic: Example of point'n'click adventure engine (SecondBASIC).
Replies: 7
Views: 193

Re: Example of point'n'click adventure engine (SecondBASIC).

The issue with pixel hunting is that it's not obvious that there's anything there at all until you pass the cursor over it anyway. You want to make it obvious that something is actionable just from how it looks (mind you, more feedback is always welcome). As for the technical problem, yeah more deta...
by Sik
Wed Jan 17, 2018 4:29 pm
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 597

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: 597

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: 597

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: 597

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?