Search found 82 matches
- Tue May 18, 2021 10:21 pm
- Forum: Demos
- Topic: BadApple@60
- Replies: 1
- Views: 4904
BadApple@60
Did a little fun demo for the Mega Drive over the last few months. No spoilers of course you silly goofus. Go download it instead ! Ok fine you can go watch the hardware recording if you must . Did this little thing over a few weeks. Took me quite a while to settle into the current method. It's just...
- Tue Oct 31, 2017 5:54 pm
- Forum: Super 32X
- Topic: "The Question" ported to 32X
- Replies: 19
- Views: 26167
Re: "The Question" ported to 32X
Well it works fine with Mega Everdrive X7 and US model 1 with US 32X on top so either its a minor issue or Mega Everdrive is magic
- Thu Oct 19, 2017 1:48 pm
- Forum: Controls
- Topic: handle multi vs single press
- Replies: 5
- Views: 9664
Re: handle multi vs single press
There is no one way to handle this I believe, but it depends on the game. The way I would do it, is check for A+B+C, and if its pressed, have some code to cancel the current attack or whatever is happening. It would help if the kick animation starts a little slower and finishes fast, so its not near...
- Thu Aug 31, 2017 4:52 pm
- Forum: Tools
- Topic: Blastem 0.5.0 - Many accuracy improvements, basic SMS support, runs OD2
- Replies: 33
- Views: 51699
Re: Blastem 0.5.0 - Many accuracy improvements, basic SMS support, runs OD2
The tiles from PlaneW are appearing on PlaneA, instead of PlaneA repeating the tiles in a glitchy way. I have taken a screenshot from hardware illustrating how it should look like;
- Thu Aug 31, 2017 7:44 am
- Forum: Tools
- Topic: Blastem 0.5.0 - Many accuracy improvements, basic SMS support, runs OD2
- Replies: 33
- Views: 51699
Re: Blastem 0.5.0 - Many accuracy improvements, basic SMS support, runs OD2
It looks like it runs hacks now much better, but I did find another bug:
PlaneA seems to fetch wrong tiles here. On hardware that second line of monitor art is not there, its just PlaneA bugging out instead. (and to clarify, the monitor tiles are PlaneW)
PlaneA seems to fetch wrong tiles here. On hardware that second line of monitor art is not there, its just PlaneA bugging out instead. (and to clarify, the monitor tiles are PlaneW)
- Sat Jul 22, 2017 6:42 am
- Forum: Sound
- Topic: Sonic 3 stuck sound under waterfall
- Replies: 2
- Views: 8027
Re: Sonic 3 stuck sound under waterfall
I am guessing you mean you are making a custom emulator and having this issue? No, I've never seen this happen, not on hardware nor any emulators. It is probably a timing related issue, like h-ints which are stopping Z80 for a few scanlines, which could cause issues... I would definitely see what ha...
- Sat Jul 15, 2017 9:53 pm
- Forum: Megadrive/Genesis
- Topic: Console freezes when reset
- Replies: 8
- Views: 6267
Re: Console freezes when reset
Also something that is at the very least possible, is trying to wait for Z80 to stop when its not in a correct state, I remember getting this issue frequently when ROMs do not properly reset/initialize
- Thu Jul 13, 2017 9:42 am
- Forum: SGDK
- Topic: What I got so far, and HELP! :)
- Replies: 12
- Views: 7507
Re: What I got so far, and HELP! :)
Well honestly it is not exactly rocket science once you understand the concept =P
- Thu Jul 13, 2017 6:49 am
- Forum: SGDK
- Topic: What I got so far, and HELP! :)
- Replies: 12
- Views: 7507
Re: What I got so far, and HELP! :)
What Stef explained is what generally ALL games did and do still. But to explain in closer detail, your camera is basically the "virtual" position for everything. Sprites, planes, scrolling, everything is based on this camera, or sometimes some calculation that takes the camera as input. In your cod...
- Sat Jul 01, 2017 9:37 am
- Forum: Collaboration
- Topic: Griel's Quest: looking for translators
- Replies: 11
- Views: 19935
- Mon Jun 26, 2017 11:20 am
- Forum: Megadrive/Genesis
- Topic: Transition effects between levels, do you know more?
- Replies: 7
- Views: 5674
Re: SPRITES
You probably can't really do really fancy effects and complex games such as Sonic or Aladdin, but definitely simpler games could be done. In fact, Sonic Spinball was written completely in C, and I assume its very old compiler, not sure of GCC or something else, but probably not even nearly as good a...
- Wed Jun 21, 2017 7:24 pm
- Forum: Controls
- Topic: Atari ST/AMIGA mouse on SEGA?
- Replies: 7
- Views: 11756
Re: Atari ST/AMIGA mouse on SEGA?
Also gaming mice with way more than 4 buttons are actually fairly cheap nowadays. Sure, you are getting a shit mouse, but its not like you can use it to its full potential on a system thats almost 30 years old...
- Mon Jun 19, 2017 1:20 pm
- Forum: SGDK
- Topic: Hellop Everyone!
- Replies: 3
- Views: 3171
Re: Hellop Everyone!
I am not even in my 20s and I had a Mega Drive & NES as a kid...
- Sat Jun 17, 2017 11:49 am
- Forum: Tools
- Topic: How to do pixelart? Any tool???
- Replies: 7
- Views: 12741
Re: How to do pixelart? Any tool???
I personally use Paint & GetArt.NET