Search found 230 matches

by cero
Sun Oct 21, 2018 6:31 am
Forum: SGDK
Topic: Question about VDP_showFPS
Replies: 6
Views: 340

Re: Question about VDP_showFPS

Bool doesn't exist in older C standards, and in newer it's just an alias for u8 usually.
by cero
Thu Oct 18, 2018 6:08 pm
Forum: Demos
Topic: Game similar to Resident Evil
Replies: 17
Views: 2344

Re: Game similar to Resident Evil

I see the images fine.
by cero
Tue Oct 09, 2018 5:06 pm
Forum: Megadrive/Genesis
Topic: simple 68k loop
Replies: 21
Views: 1435

Re: simple 68k loop

That is not code, it's data. You can't change it to code.
by cero
Tue Oct 02, 2018 4:53 pm
Forum: Hardware
Topic: Second Dimension PCB's
Replies: 6
Views: 1142

Re: Second Dimension PCB's

Consider Krikzz Flashkits if you don't need SRAM. They use modern flash and have good availability, and no soldering.

Db-electronics considers them bad since they use resistors though.
by cero
Tue Sep 18, 2018 11:00 am
Forum: Controls
Topic: Mega Mouse Usage
Replies: 23
Views: 4532

Re: Mega Mouse Usage

If you're going as far as hacked emulators to use a resolution it wasn't designed for, is that really worth playing vs just running the PC version?
by cero
Wed Aug 08, 2018 8:44 am
Forum: Announcement
Topic: Little Medusa now available on Genesis
Replies: 3
Views: 1688

Little Medusa now available on Genesis

Little Medusa, Mega Cat's puzzle game originally released for NES earlier this year, is now available for Genesis and SNES. https://www.youtube.com/watch?v=O4l5W8yCrMw https://megacatstudios.com/collections/free-demo-downloads/products/little-medusa-snes-demo https://megacatstudios.com/collections/s...
by cero
Sun Jul 15, 2018 4:42 pm
Forum: Cartridge
Topic: Size limits
Replies: 11
Views: 2373

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: 10
Views: 1423

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: 699

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: 866

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: 3489

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: 640

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: 640

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: 640

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...