Search found 223 matches

by cero
Sun Jul 15, 2018 4:42 pm
Forum: Cartridge
Topic: Size limits
Replies: 11
Views: 172

Re: Size limits

Yes, the SSF2 mapper lets you go over the 4mb limit, and you could design a custom mapper too. Everdrives and emulators support SSF2, so you can test your game easily.
by cero
Sun Jun 17, 2018 10:33 am
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 5
Views: 392

Re: SGDK and tilemap-editors

If you have a PNG, you can try my tools as well:
github.com/clbr/tileoptflip
github.com/clbr/nes (tools/tilecoords outputs a map based on an optimized and a normal image)
by cero
Fri Jun 01, 2018 5:41 pm
Forum: Megadrive/Genesis
Topic: SGDK showcase?
Replies: 3
Views: 324

Re: SGDK showcase?

Coffee Crisis and my Bottled demo.
by cero
Wed May 23, 2018 8:25 am
Forum: Megadrive/Genesis
Topic: Color analysis between different emulators/editors
Replies: 5
Views: 372

Re: Color analysis between different emulators/editors

NTSC stands for "never the same color". TVs vary enough that it doesn't matter, use whatever is convenient.
by cero
Wed May 09, 2018 7:37 am
Forum: Super 32X
Topic: Glide 32X
Replies: 8
Views: 1209

Re: Glide 32X

DDA rendering is faster than fixed point. The details to one can be found in the Game Developer Magazine archives, starting from 1995 AprMay - all available online for free.
by cero
Tue May 08, 2018 5:16 pm
Forum: SGDK
Topic: Simple index compression surprisingly effective
Replies: 5
Views: 297

Re: Simple index compression surprisingly effective

Data from some other spritesheets. Worst of these was 91% and average 79%. Packed with IDX, original size = 40512 compressed to 35904 (88.6256 %) Packed with IDX, original size = 56608 compressed to 48912 (86.4047 %) Packed with IDX, original size = 57728 compressed to 43492 (75.3395 %) Packed with ...
by cero
Sun May 06, 2018 7:28 am
Forum: SGDK
Topic: Simple index compression surprisingly effective
Replies: 5
Views: 297

Re: Simple index compression surprisingly effective

Yeah, the sprites are big and have a lot of frames, but still it was surprising how well they packed with this. One sheet got to 58% (includes both the index and the stream), while zlib got it to 30% and lz4w 51% (numbers from memory).
by cero
Sat May 05, 2018 6:00 pm
Forum: SGDK
Topic: Simple index compression surprisingly effective
Replies: 5
Views: 297

Simple index compression surprisingly effective

For an upcoming game, I tried some different compression approaches for sprite tiles, since lz4w was too slow. The amount of data being great enough that even plain memcpy is close to limits, I wondered what approaches would then be fast, even if not as good in compression. About 160 tiles per frame...
by cero
Sat Apr 28, 2018 4:59 pm
Forum: Megadrive/Genesis
Topic: How to do binary OR for gas/as?
Replies: 10
Views: 469

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

It's an option to as, not gcc. To pass assembler commands via gcc, use -Wa,--bitwise-or
by cero
Sat Apr 28, 2018 7:27 am
Forum: Megadrive/Genesis
Topic: How to do binary OR for gas/as?
Replies: 10
Views: 469

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

File: as.info, Node: M68K-Chars, Prev: M68K-Branch, Up: M68K-opcodes 9.23.6.2 Special Characters ........................... Line comments are introduced by the `|' character appearing anywhere on a line, unless the `--bitwise-or' command line option has been specified. An asterisk (`*') as the fir...
by cero
Sat Apr 07, 2018 8:11 am
Forum: Megadrive/Genesis
Topic: Iridon Introduction
Replies: 12
Views: 982

Re: Iridon Introduction

In my TD demo, actors only reside in one cell, but when searching the searcher's radius determines how many cells to check.
by cero
Thu Apr 05, 2018 5:56 pm
Forum: SGDK
Topic: GCC inline asm tutorial
Replies: 4
Views: 2304

Re: GCC inline asm tutorial

Updated.
by cero
Thu Mar 15, 2018 6:21 pm
Forum: Megadrive/Genesis
Topic: Where do I start? I'm seeking technical documents.
Replies: 40
Views: 2461

Re: Where do I start? I'm seeking technical documents.

SGDK. You can call the same functions as in C, but write your own code in GNU as.
by cero
Thu Mar 08, 2018 9:06 am
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 24
Views: 2778

Re: Tectoy's weird VDP behavior

I already tried to just have the image writing code and fade in a sample program - it didn't show the bug. Something in the larger program triggers this, maybe the clone has several modes, tuned for specific games (yay for game-specific hacks due to bad quality emulation), and mine somehow gets into...
by cero
Wed Mar 07, 2018 10:29 am
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 24
Views: 2778

Re: Tectoy's weird VDP behavior

How about sending a DMA request... After the manual writes?
I did:
...
- DMA write one tile
- DMA write a few tiles
- DMA queue one tile
...