Search found 673 matches

by Sik
Sat May 19, 2018 3:05 am
Forum: Megadrive/Genesis
Topic: Random special effects pics
Replies: 6
Views: 386

Re: Random special effects pics

You know, I'm kind against the idea of automatic mipmap generation (e.g. through rescomp?) as you probably want to have some control over how the chunks get split (so you can decide how much trade off you want to have regarding overlap). Remember sprite limits become an issue if you start having a l...
by Sik
Thu May 17, 2018 2:32 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 138
Views: 6161

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

mix256 wrote:
Thu May 17, 2018 2:17 pm
Each of the stages will have its own, smaller special kind of enemy, not quite bosses, but they need to be defeated just like a boss...and
they have their own music. So I guess they are actually bosses...hmmm.
That's called a sub-boss or miniboss (think of the act 1 bosses in Sonic 3).
by Sik
Thu May 17, 2018 2:30 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 774

Re: Game loops and Vertical Blank interupts

Disabling the vblank interrupt from the VDP itself (i.e. register $81xx) has the same delaying effect as masking it away with SR (i.e. it's not discarded). So yes, you can disable vblank without disabling hblank. The implication of the above is that if you're enabling them for the first time then yo...
by Sik
Thu May 17, 2018 12:16 am
Forum: SGDK
Topic: Pathfiding grid 16x16
Replies: 6
Views: 113

Re: Pathfiding grid 16x16

...I completely overlooked that because I didn't look at the C code (since as I said even optimized asm eats up a significant chunk of CPU time). Yeah, avoid that double at all costs. Heck: // A Utility Function to calculate the 'h' heuristics. double calculateHValue(int row, int col, Pair dest) { /...
by Sik
Wed May 16, 2018 11:51 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 774

Re: Game loops and Vertical Blank interupts

Throw autoincrement into the mix. Usually you'd use 2, but if you want to write vertically to a tilemap you may want to use 128 (assuming 64×32 or 64×64), and for the horizontal scroll table you may want to use 4 so you can keep each plane separate in your buffers in RAM. And possibly some other use...
by Sik
Wed May 16, 2018 11:43 pm
Forum: SGDK
Topic: Pathfiding grid 16x16
Replies: 6
Views: 113

Re: Pathfiding grid 16x16

20×14 is pretty close to Star Chaser's grid (20×12) so I may as well put its pathfinding code here (though the borders are always filled meaning worst case is searching 18×10=180 tiles, you may need to adjust the stack to account for that... I should replace the numbers with constants >_>) ;********...
by Sik
Wed May 09, 2018 9:37 am
Forum: Super 32X
Topic: Glide 32X
Replies: 8
Views: 393

Re: Glide 32X

The most common way to do software rendering of triangles is to use something akin to bresenham lines for calculating the sides (really just the interpolation part). Then you don't need to do multiplication or division at all. This is the gist of the interpolation if you wonder (basically error accu...
by Sik
Sun May 06, 2018 10:56 am
Forum: Megadrive/Genesis
Topic: GAS: force move instead movea?
Replies: 9
Views: 352

Re: GAS: force move instead movea?

That MOVEA is literally the encoding of MOVE when a0-a7 is the destination operand (just looked up, 001 is indeed what should be the addressing mode for those). Helps confirm it for those without the manual at hand, I guess :​v
by Sik
Sun May 06, 2018 2:19 am
Forum: Megadrive/Genesis
Topic: Random special effects pics
Replies: 6
Views: 386

Re: Random special effects pics

Very nice old-school effects! I especially like the scaling - just three sizes, but it looks like more. Pay attention again, there are more sprites. The first one was just illustrative to help get the point later down. Even then, there's a big difference between needing 5 sprites and needing 40 :​P
by Sik
Sun May 06, 2018 2:17 am
Forum: SGDK
Topic: Simple index compression surprisingly effective
Replies: 5
Views: 221

Re: Simple index compression surprisingly effective

Yeah, and UFTC is not great either (often being around 75% of the original size, though in some cases with large enough spritesheets it does have a tendency to compress somewhat better, e.g. in something I'm working with a large amount of large sprites per character it's shaving off about 1/3 of mem...
by Sik
Sat May 05, 2018 2:26 pm
Forum: Megadrive/Genesis
Topic: Random special effects pics
Replies: 6
Views: 386

Random special effects pics

Posted this in Sega-16, may as well post it here too

Sprite scaling

Image
Image
Image

Sprite rotation

Image
Image
Image
by Sik
Tue May 01, 2018 10:14 pm
Forum: Hardware
Topic: Some questions about Saturn HW
Replies: 18
Views: 950

Re: Some questions about Saturn HW

I mean, if the polygon is smaller than the texture then it'll inherently skip texels. What happens though is precisely that when it should skip a texel (because of shrinking), what it does is read the texel from VRAM anyway but then does nothing with it. That results in a waste of time and hence VDP...
by Sik
Mon Apr 30, 2018 9:19 am
Forum: Megadrive/Genesis
Topic: How to do binary OR for gas/as?
Replies: 10
Views: 392

Re: How to do binary OR for gas/as?

From what I could gather, it doesn't seem to exist (although I recall that logical operators in expressions return 0 or 1, so you can just compare the resulting value). Binary NOT is ~ (that's a tilde, for those who have to cope with phpBB's default font being trash).
by Sik
Sun Apr 29, 2018 12:12 am
Forum: Megadrive/Genesis
Topic: How to do binary OR for gas/as?
Replies: 10
Views: 392

Re: How to do binary OR for gas/as?

Also in case somebody wonders what GAS would normally want without that setting: ! (it should still work even with the setting)

Apparently the oldest 68000 assemblers used ! for OR and GAS picked up its convention from that time. Ugh =/
by Sik
Sun Apr 29, 2018 12:09 am
Forum: Megadrive/Genesis
Topic: Struct maros/syntax and naming conventions
Replies: 6
Views: 360

Re: Struct maros/syntax and naming conventions

Is the error on RSRESET? Try RSSET 0 instead if so. If you get errors on RS too, well... (and yeah, MOD is right, the number in RS should reflect how much of that size are you allocating, e.g. rs.w 1 if the value is a word) Anyway yeah, I normally use RS for this stuff, but that's for my own homebre...