Search found 379 matches

by Miquel
Tue Feb 12, 2019 11:07 pm
Forum: Demos
Topic: Ninja Mitsuo - platformer game with SGDK
Replies: 7
Views: 514

Re: Ninja Mitsuo - platformer game with SGDK

Ok, let’s prepare comfy chairs because this is a potential winner, I can see that. But there is something I have to mention; in this darker approach you have taken now, main character is barely visible: you need contrast colors there. Also the animation when striking is unnatural, with dynamic loadi...
by Miquel
Wed Feb 06, 2019 4:16 pm
Forum: SGDK
Topic: Circular Transparency
Replies: 5
Views: 185

Re: Circular Transparency

What Sik is telling you is: For 1 player: Just create the opaque plus transparent circle on plane A once, then just move plane accordingly with player movement for every frame. For 2 players: you need to recreate the plane creating two holes FOR EACH FRAME. Now, my saying, if you go for this techniq...
by Miquel
Sun Feb 03, 2019 12:23 am
Forum: Cartridge
Topic: Sega Genesis > Arduino Comunication
Replies: 3
Views: 227

Re: Sega Genesis > Arduino Comunication

You can expose pins provided by the arduino in some range of addresses, that works for sure, but you have to provide a decoder in the cartridge. Also you can use any of the 3 or 2 controller ports as interface. And perhaps toying with the DTACK signal on the cartridge port you can even exchange the ...
by Miquel
Sat Feb 02, 2019 1:46 pm
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 372

Re: Interlaced rendering?

Chilly Willy wrote:
Sat Feb 02, 2019 1:42 am
I use the line table for double lines for half the vertical resolution. That really improved the speed. Just store the same line start value for two lines before incrementing to the next line in memory.
That "line table", I assume is a thing in the 32X hardware, correct?
by Miquel
Mon Jan 28, 2019 3:31 pm
Forum: SGDK
Topic: Need fast tile-rendering
Replies: 13
Views: 532

Re: Need fast tile-rendering

and still getting 60 FPS is definitely not easy, just to fill the map randomly. Here: http://gendev.spritesmind.net/forum/viewtopic.php?f=22&t=2892 I do exactly that, and while it takes an appreciable chunk of cpu time, still there is at least 50% of time free. Probably about 60-80%, I don't really...
by Miquel
Thu Jan 24, 2019 2:33 pm
Forum: SGDK
Topic: Need fast tile-rendering
Replies: 13
Views: 532

Re: Need fast tile-rendering

Accessing VDP during display time is slow since CPU is blocked until VDP has a free time slice.
by Miquel
Sat Jan 19, 2019 4:12 am
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 9
Views: 702

Re: Help scale and rotation sega genesis

Do you really need it? I mean, making these effects will increase the playability of your game? That’s the first question you must address first. I get it, in the 16bit generation the kind of raster effects were a novelty and everybody in games industry loves new shinny things. However, time has pas...
by Miquel
Thu Jan 17, 2019 2:21 am
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 5
Views: 718

Re: Hyrule in Megadrive/Genesis

The lack of color doesn't seem really noticeable :D It's not only that but palettes are a tool for doing all sort of effects. That's what I miss more. Using gens, I notice a lot of missed VBlank, even when not moving. What could so CPU consuming ? If nothing moves on screen: impossible. However, th...
by Miquel
Tue Jan 15, 2019 1:50 am
Forum: SGDK
Topic: Do you need tutorials ?
Replies: 71
Views: 14055

Re: Do you need tutorials ?

Hardware collision detection was more of an 8-bit thing than 16-bit. When you had a 6502 running at 1MHz, you really needed all the help you could get. :lol: The other day watching a speed run on "Super Mario Bros" I discover that it's code only checks for character collisions only once every two f...
by Miquel
Tue Jan 15, 2019 12:24 am
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 5
Views: 718

Re: Hyrule in Megadrive/Genesis

Cristiano Sword wrote:
Fri Jan 11, 2019 8:06 pm
It was incredible!
Make the video of the map editor, I really want to see how it was, if possible explain how you did.
Thanks buddy!
In the meantime perhaps you should take a look at Yoshi’s Island editors, it works whit the same idea, do I don’t know about their implementation.
by Miquel
Mon Jan 14, 2019 11:37 pm
Forum: Demos
Topic: Silly little turn based test :)
Replies: 13
Views: 715

Re: Silly little turn based test :)

If you time it perfectly you can get rid of most of those dots, if you are really lucky and ingenious even all off them.
By time it perfectly, I mean rearranging instructions or adding padding instructions/loops; or both.
by Miquel
Wed Jan 09, 2019 5:43 pm
Forum: SGDK
Topic: Do you need tutorials ?
Replies: 71
Views: 14055

Re: Do you need tutorials ?

we know exactly where the collision occurred. No, you don't. You only know that in a line graphical sprites overlap, nothing more. And that's after losing about 50% of the cpu. Anyway, if you are sure just do it. We learn more from our failures than from our success, so it’s a win/win, don’t worry.
by Miquel
Wed Jan 09, 2019 12:16 am
Forum: SGDK
Topic: Do you need tutorials ?
Replies: 71
Views: 14055

Re: Do you need tutorials ?

Stef wrote:
Mon Jan 07, 2019 11:04 am
About the collision, to be honest i'm not sure the sprite collision flag could be really useful.
There is an awful lot of things wrong about using this flag. In fact, I don't understand why you put it in you kit at all.
Just for start, how do you id which characters are colliding?
by Miquel
Sat Jan 05, 2019 11:20 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 5
Views: 718

Re: Hyrule in Megadrive/Genesis

East palace (unfinished): EastPalace.jpg I also included two more more maps; explore them at your own risk. My advice: try to complete the mini-dungeon. DOWNLOAD THE ROM: RockInHyrule.zip I was thinking if there is enough interest I can do a video with the very simplistic but effective map editor, w...
by Miquel
Sat Jan 05, 2019 11:18 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 5
Views: 718

Hyrule in Megadrive/Genesis

Before start designing my current game I made a prototype game based on Zelda from SNES to see if the “engine” was fully capable of redoing it. The graphics and the level design are taken from the mentioned game, do there are small differences, while the programing and level structures are completel...