Search found 200 matches

by cero
Tue Oct 17, 2017 6:32 pm
Forum: Controls
Topic: handle multi vs single press
Replies: 5
Views: 225

Re: handle multi vs single press

Most commercial games use lag, and maybe 30-40% revert the action.
by cero
Tue Oct 17, 2017 6:31 pm
Forum: Blabla
Topic: 3D printed cart....new paths ?
Replies: 5
Views: 333

Re: 3D printed cart....new paths ?

Resin printers produce high quality, and when properly handled the product isn't easy to break. Cost for a printer is a couple hundred.

If you need bigger runs, hire a professional 3d printer company like shapeways with your files.
by cero
Tue Oct 10, 2017 2:12 pm
Forum: Blabla
Topic: Make a wish / What if : Genesis
Replies: 20
Views: 566

Re: Make a wish / What if : Genesis

More palettes.
by cero
Sun Oct 08, 2017 7:49 am
Forum: SGDK
Topic: Code Crashes Emulator
Replies: 4
Views: 186

Re: Code Crashes Emulator

Read through the include files. They describe every available function in detail.
by cero
Sun Oct 08, 2017 7:48 am
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 10
Views: 515

Re: Tectoy's weird VDP behavior

As in wide piracy? Sure, but it doesn't tend to spread, and more sales are more sales. I don't count piracy as a loss for someone who wouldn't have bought in the first place either, that'd be free advertising.
by cero
Fri Oct 06, 2017 8:29 am
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 10
Views: 515

Re: Tectoy's weird VDP behavior

Distribution on the Brazilian market, since they are more common there.
by cero
Thu Oct 05, 2017 5:54 pm
Forum: SGDK
Topic: Horizontal interrupts to stretch image?
Replies: 10
Views: 405

Re: Horizontal interrupts to stretch image?

It is an advanced technique, there can't really be an example for every such thing, especially with the small community.
by cero
Thu Oct 05, 2017 8:18 am
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 10
Views: 515

Re: Tectoy's weird VDP behavior

the DMA'd data is transferred immediately, but not the data written manually
Exactly.

The program is not stuck, since the fade happened, and the program flow continued.
by cero
Thu Oct 05, 2017 8:08 am
Forum: SGDK
Topic: Horizontal interrupts to stretch image?
Replies: 10
Views: 405

Re: Horizontal interrupts to stretch image?

I guess you mean stretch vertically? Add a horizontal interrupt callback that sets the line scroll accordingly, and you can double every scanline, or do other such things.
by cero
Tue Oct 03, 2017 5:48 pm
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 10
Views: 515

Re: Tectoy's weird VDP behavior

Looking into "why then", there is a DMA update exactly 30 frames after the fade in (partial frame for animation, so it does not update everything). So it appears their clone buffers all cpu vram writes made during blanking, and only syncs them upon a sync point. I'd like to find out what things it c...
by cero
Tue Oct 03, 2017 5:31 pm
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 10
Views: 515

Tectoy's weird VDP behavior

Someone sent a video of a rom misbehaving on Tectoy's (latest) clone. It looks like DMA writes to VRAM apply correctly, but those done via the fifo/cpu interface have a massive delay. I can't find anything on this in google. Have any of you hit this? // fade out // disable rendering // dma new tiles...
by cero
Thu Sep 14, 2017 6:12 pm
Forum: Demos
Topic: Papi Commando RELOAD !! *SgdK* - Megadrive
Replies: 55
Views: 2803

Re: Papi Commando RELOAD !! *SgdK* - Megadrive

The new demo is pretty fun.

Two issues:
- the C button is sometimes unresponsive
- the enemies can sometimes shoot through stones/sandbags even though you can't (at the same distance)
by cero
Wed Sep 13, 2017 5:47 pm
Forum: SGDK
Topic: SND_startPlay_4PCM_ENV bug, starting a new song, both play
Replies: 4
Views: 169

Re: SND_startPlay_4PCM_ENV bug, starting a new song, both play

And I see this is the guilty source in sound.c: void SND_startPlay_4PCM_ENV(const u8 *sample, const u32 len, const u16 channel, const u8 loop) ... // auto channel ? if (channel == SOUND_PCM_CH_AUTO) { // scan for first free channel ch = 0; while ((ch < 4) && (status & (Z80_DRV_STAT_PLAYING << ch))) ...
by cero
Wed Sep 13, 2017 5:42 pm
Forum: SGDK
Topic: SND_startPlay_4PCM_ENV bug, starting a new song, both play
Replies: 4
Views: 169

Re: SND_startPlay_4PCM_ENV bug, starting a new song, both play

Not complete source, but the important bits. // Called on the title screen SND_startPlay_4PCM_ENV(title_music, sizeof(title_music), 0, 1); // Called in-game SND_startPlay_4PCM_ENV(game_music, sizeof(game_music), 0, 1); As you see, both are on channel 0 and looping. Imagine my surprise when both song...
by cero
Wed Sep 13, 2017 12:37 pm
Forum: Demos
Topic: BoTTleD - tower defense demo
Replies: 4
Views: 290

BoTTleD - tower defense demo

I felt like tower defending, and what do you know, there were none on Gen :D

This level is fairly easy, can you beat it? No proper end condition yet, the enemies just stop as there's only one level.

Image
https://a.pomf.cat/uauxns.gz