Search found 84 matches

by KillaMaaki
Sat Feb 09, 2019 5:43 am
Forum: Mega/SegaCD
Topic: Interest in a custom FMV format?
Replies: 8
Views: 1517

Re: Interest in a custom FMV format?

Oh, I just did some more digging... So it sounds like there's a way I can just treat frames like a plain old single bitmap but have it pretty much automatically translated to 8x8 tiles for easy VDP upload? That would make that motion estimation you mentioned far easier... I may want to play with thi...
by KillaMaaki
Sat Feb 02, 2019 7:40 pm
Forum: Mega/SegaCD
Topic: Interest in a custom FMV format?
Replies: 8
Views: 1517

Re: Interest in a custom FMV format?

I could see that getting a little complex though... easy enough for a more classic framebuffer (like, say, playing back fmv on a CD+32X game) to calculate offset to copy from and just do some quick memory copies, but at the moment my codec is pretty custom-tailored for the base MD and so it splits t...
by KillaMaaki
Sat Feb 02, 2019 9:28 am
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 1699

Re: Interlaced rendering?

Eh, think I'm gonna drop the technique though. I'm starting to encounter some buggy & thorny edge cases in trying to make my triangle rasterizer support it with minimal extra work, and I'm not sure it's worth the hassle. Oh well, neat experiment anyway.
by KillaMaaki
Sat Feb 02, 2019 2:40 am
Forum: Mega/SegaCD
Topic: Interest in a custom FMV format?
Replies: 8
Views: 1517

Re: Interest in a custom FMV format?

I haven't looked into motion estimation yet, no, though I did a quick glance through google after you mentioned it ;) I guess it's something like estimation motion vectors from one frame to another, and using that to allow some blocks to just refer to a pixel offset to copy pixel data from in the pr...
by KillaMaaki
Sat Feb 02, 2019 2:30 am
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 1699

Re: Interlaced rendering?

Not quite, but similar. Just doubling the lines vertically results in an apparent 100 pixel high resolution, but what I'm after is essentially an apparent 200 pixel high resolution but each frame only updates every other line (first frame updates all even lines, second frame updates all odd lines, e...
by KillaMaaki
Sat Feb 02, 2019 12:03 am
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 1699

Re: Interlaced rendering?

Well, there's different modes AFAIK, one doubles the resolution but one doesn't and that one's what I'm talking about. It doesn't look like there's anything in the 32X hardware like that though. However, the more I think about it the more I'm sure I could implement this with some line table trickery...
by KillaMaaki
Fri Feb 01, 2019 7:35 pm
Forum: Mega/SegaCD
Topic: Interest in a custom FMV format?
Replies: 8
Views: 1517

Interest in a custom FMV format?

Since I just got my hands on a SegaCD this past Tuesday I got a little curious and started diving into the inner workings of FMV. The product of this has been some tinkering with vector quantization / codebook compression techniques similar to what is used in the Sega Cinepak format. This is what I ...
by KillaMaaki
Fri Feb 01, 2019 7:03 pm
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 1699

Interlaced rendering?

Well I just managed to complete the entire set hardware-wise the other day (I now have the Sega CD *and* the 32X attachments!) and I'm a little bit back-on-my-bullshit / itching to test out some homebrew with my 32X (I know I've already got a project but bah I'm easily distracted) I'm currently tryi...
by KillaMaaki
Mon Jan 14, 2019 11:10 pm
Forum: Demos
Topic: Silly little turn based test :)
Replies: 13
Views: 1549

Re: Silly little turn based test :)

Haha so my Everdrive arrived today and I tested it out.
Oh there are SO MANY cram dots.
LMAO.

Image
by KillaMaaki
Tue Jan 08, 2019 6:51 pm
Forum: Demos
Topic: Silly little turn based test :)
Replies: 13
Views: 1549

Re: Silly little turn based test :)

Thanks! ^w^ Though..... there is something I'm doing for that, a bit silly, where I have stored in ROM just a big dump of 32 pre-calculated palettes I'm swapping in and out, and every frame I check and see if the animation counter needs to be updated and if so: whenever it updates I actually on-the-...
by KillaMaaki
Tue Jan 08, 2019 5:42 am
Forum: Demos
Topic: Silly little turn based test :)
Replies: 13
Views: 1549

Re: Silly little turn based test :)

Got a bit of a silly thought in my head today and had to pursue it. Had a bit of a concept for a game over screen where there would be animated beams of light shining from above, down onto a sprite of the main character, set amidst a black background. So I wanted to see what I could do with palette ...
by KillaMaaki
Thu Jan 03, 2019 7:29 pm
Forum: Demos
Topic: Silly little turn based test :)
Replies: 13
Views: 1549

Re: Silly little turn based test :)

Not much beyond the camera shake I've already got in place for when you take damage. I considered having the clouds scroll but :shrug: Oh, but also new video, this time enemies have battler sprites! :D - Now there's three slimes to fight! - I've also nerfed the effects of Poison and Burn, Poison in ...
by KillaMaaki
Wed Jan 02, 2019 12:31 am
Forum: SGDK
Topic: VDP_loadTileData CPU vs DMA differences?
Replies: 5
Views: 1042

Re: VDP_loadTileData CPU vs DMA differences?

Yep, I'm willing to bet that's what it was. Encountered a few areas where I was not disabling interrupts and it didn't bite me in the ass until today when the timing of some things changed just enough to blow up my DMA writes and corrupt entire sections of VRAM ;)
by KillaMaaki
Tue Jan 01, 2019 6:51 am
Forum: Demos
Topic: Silly little turn based test :)
Replies: 13
Views: 1549

Re: Silly little turn based test :)

A new iteration on the combat. Abilities are in, accessed under the "MAGIC" menu. I rewrote the turn order system so now characters can have a speed value that affects how often they get a turn. I've now implemented a status effect system - moves are allowed to inflict an optional status effect for ...
by KillaMaaki
Sun Dec 30, 2018 8:16 pm
Forum: Demos
Topic: Silly little turn based test :)
Replies: 13
Views: 1549

Re: Silly little turn based test :)

Hm, I guess another option is making the combo technically optional (won't miss even if you just don't press anything), but landing the whole thing gives a sort of Crit-style bonus. Or just keep the incremental bonuses, iunno. A little down the road I was thinking about experimenting with giving cer...