Search found 26 matches

by astrofra
Sun Dec 17, 2017 9:25 pm
Forum: Demos
Topic: Road to Valhalla by Julien JDM - Bounty/Banana [Megadrive version]
Replies: 1
Views: 598

Road to Valhalla by Julien JDM - Bounty/Banana [Megadrive version]

Dear all, Here is an adaptation of the original animation created by Julien JDM (Bounty/Banana) called "Road to Valhalla". It was downscaled to the specs of the Megadrive, then compressed to fit on a MD cart, thanks to Gligli 's amazing audio/video compressor . In the end, here is 1 minute of fullsc...
by astrofra
Mon Nov 13, 2017 7:00 am
Forum: Demos
Topic: "The art of LeonBli", released at Alchimie 12, Tain l'Hermitage, France
Replies: 3
Views: 857

"The art of LeonBli", released at Alchimie 12, Tain l'Hermitage, France

Hello, Here is a demo/slideshow by Resistance, released in 2017 at the Alchimie 17 demoparty. This slideshow was made in memory of LeonBli, a great pixel artist & Amiga enthusiast that left us this summer. All pixel paintings done by LeonBli, on the Amiga computer. We had to process some of them to ...
by astrofra
Sat Aug 19, 2017 10:39 pm
Forum: Demos
Topic: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany
Replies: 17
Views: 2667

Masiaka by Resistance, released at Evoke 2017, Koeln, Germany

Hi, we just released a Sega Megadrive contribution to the demoscene, mostly entirely built on the latest SGDK : http://content.pouet.net/files/screenshots/00071/00071543.png http://www.pouet.net/prod.php?which=71543 https://www.youtube.com/watch?v=d8ywzqvE5y0 Thanks Kaneda & Stef, and the SpritesMin...
by astrofra
Fri Jun 09, 2017 6:10 pm
Forum: SGDK
Topic: GCC version VS performance
Replies: 27
Views: 2793

Re: GCC version VS performance

gligli wrote:Hello,
... but I think this could be useful to Megadrive developers.
For a first post, that's a hell of a post :D
by astrofra
Wed Jun 07, 2017 9:06 pm
Forum: SGDK
Topic: GCC version VS performance
Replies: 27
Views: 2793

GCC version VS performance

Dear all, with a fellow MD coder, Gligli , we did a couple of quick experiments with the latest GCC version that could work with SGDK. Gligli took one of my code snippets (a classic 3D starfield, sprites-based), and tried to compile it with GCC6.3.0/Binutils 2.24). With virtually zero changes to my ...
by astrofra
Tue May 02, 2017 10:16 pm
Forum: Demos
Topic: VIP 2017 Invitation (demo by Resistance)
Replies: 2
Views: 864

Re: VIP 2017 Invitation (demo by Resistance)

@SegaTim : that's "OLDSKOOL GRAPHICS" rules that you are reading (not oldschool demos) :)
by astrofra
Sun Apr 30, 2017 7:48 am
Forum: Demos
Topic: OVERDRIVE II
Replies: 29
Views: 5197

Re: OVERDRIVE II

Thanks, Titan, for such an inspirational work with an incredible amount of R&D.
by astrofra
Sun Apr 30, 2017 7:23 am
Forum: Demos
Topic: VIP 2017 Invitation (demo by Resistance)
Replies: 2
Views: 864

VIP 2017 Invitation (demo by Resistance)

Hi ! As the friends of Popsy Team are organizing a demoparty next month , I created a small demo in the old tradition of "demo invitation". It was done really quickly by assembling a series of snippets I had on my Github. Some may recognize a piece of the sprite benchmark from SGDK. The 'donut' part...
by astrofra
Sat Jan 14, 2017 7:19 am
Forum: SGDK
Topic: Problems with Highlight Shadow Mode
Replies: 7
Views: 1546

Re: Problems with Highlight Shadow Mode

Very interesting discussion, thanks for the technical explanation! The way sprites are linearly processed absolutely makes sense, considering the age of the hardware. I wouldn't say it is *that* limited, though. Admittedly, sprites cannot mutually overshadow. But a series of game sprites can easily ...
by astrofra
Wed Dec 07, 2016 10:55 pm
Forum: SGDK
Topic: pixels are not displayed
Replies: 14
Views: 1842

Re: pixels are not displayed

Where is the BMP_init(..) call ? I wanted to make effect per-pixel Plasma https://www.youtube.com/watch?v=FMfGiSZePXk&feature=youtu.be but even random color 100*100 filled at a rate 2 fps. Maybe you are expecting too much from a 7Mhz CPU with a tile-based framebuffer and no real chunky mode :D The ...
by astrofra
Mon Nov 21, 2016 9:10 pm
Forum: SGDK
Topic: How do you get assembler output from GCC in SGDK
Replies: 3
Views: 792

Re: How do you get assembler output from GCC in SGDK

Thanks dudes. Alas, none of the above seems to work on my SGDK version. Probably, I'm not using these option the proper way. I finally find a working alternative here : http://www.systutorials.com/240/generate-a-mixed-source-and-assembly-listing-using-gcc/ I dump all the ASM source code directly fro...
by astrofra
Wed Nov 16, 2016 8:06 pm
Forum: SGDK
Topic: How do you get assembler output from GCC in SGDK
Replies: 3
Views: 792

How do you get assembler output from GCC in SGDK

Dear all, I'm trying to obtain the assembler code generated out of my .C files by GCC. The aim is to understand how my C code is translated into ASM and maybe find some way to optimize certain critical parts of my code. The " stackoverflow" thread here mentions the -S option, that works when used in...
by astrofra
Wed Nov 16, 2016 8:01 pm
Forum: SGDK
Topic: What do you use for sorting?
Replies: 15
Views: 2461

Re: What do you use for sorting?

Here is the Quicksort I'm using on my vectorball part of " Malabars Bumper " : #include "genesis.h" // Sorting generic structure struct QSORT_ENTRY { fix16 value; u16 index; }; static struct QSORT_ENTRY t; //------------------------------------------------------ inline void QSwap (struct QSORT_ENTRY...
by astrofra
Thu Jul 28, 2016 1:02 pm
Forum: Demos
Topic: Malabars Bumper (demo by Resistance)
Replies: 6
Views: 2024

Re: Malabars Bumper (demo by Resistance)

ehaliewicz wrote: I wish you hadn't revealed the physics was pre-calc'd...
Haha :)
People would have noticed sooner or later, as I released the source anyway...