Search found 452 matches

by Miquel
Mon Sep 23, 2019 6:52 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 13
Views: 2210

Re: Hyrule in Megadrive/Genesis

Buddy, with all the love in the word, your exact statement already has been said and answered; I don’t see the point in repeating it.
by Miquel
Mon Sep 23, 2019 12:49 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 13
Views: 2210

Re: Hyrule in Megadrive/Genesis

The best synthesis of the current and past situation I have seen on video is this one: https://www.youtube.com/watch?v=BHMQ_-IZVwk There are a few misses, the conclusion is wrong, but the background idea of how we arrived at this situation is, in a reduced form, correct. For example, some ruins on t...
by Miquel
Sun Sep 22, 2019 4:24 am
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 13
Views: 2210

Re: Hyrule in Megadrive/Genesis

There are no big differences between Mars and Earth atmosphere. If you were on the surface you will see it less blue because there is less oxygen, but still blue, this element is what gives the color blue. There are clouds too, and it rains also. Someone said it’s blue with a touch of glowing ochre....
by Miquel
Fri Sep 20, 2019 5:37 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 13
Views: 2210

Re: Hyrule in Megadrive/Genesis

Update: Things you can see right now: something close to camels, warthogs and small monkeys, something in between a savage dog and… a lion?, a… “drag race” with flying cars…, and a new big space station. Not bad for another day in Mars. And like somebody has point out there are lakes on Mars; I only...
by Miquel
Tue Sep 17, 2019 8:24 am
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 13
Views: 2210

Re: Hyrule in Megadrive/Genesis

I’m thinking on basing this game on some planet on the Solar System, perhaps Mars… Which thinking of it, if you want to know, there are basically 4 main types of biotopes on Mars, in order: a) Muddy dessert wit sporadic little mounts b) African savanna c) Scarp mountains d) Cold forest I don’t mean ...
by Miquel
Tue Sep 17, 2019 4:58 am
Forum: Demos
Topic: Irmãos Aratu (Aratu Brothers) + shaolin carcará
Replies: 4
Views: 454

Re: Irmãos Aratu (Aratu Brothers) + shaolin carcará

Looks very nice!
by Miquel
Mon Aug 12, 2019 4:37 pm
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 1091

Re: Seamless dungeon crawler effect

Yes, we both are talking the same.

You can cover the entire screen with sprites, only just, but you can.
by Miquel
Mon Aug 12, 2019 12:01 pm
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 1091

Re: Seamless dungeon crawler effect

I was going to say something similar, perhaps no that fancy.

The only thing for me left to say is that the key to smooth transitions is using sprites to draw the walls, temporally or permanently.
by Miquel
Sat Aug 03, 2019 5:03 pm
Forum: Demos
Topic: Sid Meier’s Civilization for Sega Genesis
Replies: 4
Views: 980

Re: Sid Meier’s Civilization for Sega Genesis

Civ2 is my most played game ever, really excited to see first part on MD. Also I haven't fail to notice how slow screen updates are, probably the game is using display time to update graphics, which is a huge mistake; and yes I know this is an alpha but this things are even more hard to correct as t...
by Miquel
Sat Aug 03, 2019 4:55 pm
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 1091

Re: Seamless dungeon crawler effect

Have you tried to run it on an emulator in slow mode/motion?

I mean: to see what happens with gfx when character moves from current cell to the next one.
by Miquel
Wed Jul 24, 2019 1:44 am
Forum: SGDK
Topic: SGDK1.4 crashes at compilation
Replies: 4
Views: 375

Re: SGDK1.4 crashes at compilation

A program can NOT cause a blue screen. Let me repeat: A user mode program can't cause the the kernel to crash on its own. That's why OSes exist. The causes of a blue screen are: - Kernel programing error - Loaded and running driver programing error - Hardware malfunction Since right now is summer (h...
by Miquel
Thu Jul 11, 2019 6:40 pm
Forum: Video Display Processor
Topic: DMA Fill with autoinc 128
Replies: 3
Views: 541

Re: DMA Fill with autoinc 128

I believe you should set the auto-increment to 1 to write 2 consecutive bytes.

If my remembering works well, DmaFill operations works only with bytes, despite you should introduce this byte twice in the vpd (this is only for odd and even addresses).

In your case 2 DmaFill's will do the job.
by Miquel
Thu Jul 11, 2019 3:53 pm
Forum: Video Display Processor
Topic: DMA Fill with autoinc 128
Replies: 3
Views: 541

Re: DMA Fill with autoinc 128

See official documentation for an explanation; see SGDK code implementation for a solution. Fill basically works only with bytes when transferring, so both bytes of the map have to be the same; this will only work if you intend to use the very first tile as a substitute with all flags to 0 (everythi...
by Miquel
Fri Jun 28, 2019 11:11 am
Forum: Megadrive/Genesis
Topic: Designing a cooperative-threaded scheduler for an emulator
Replies: 14
Views: 1792

Re: Designing a cooperative-threaded scheduler for an emulator

I think this discussion lack clarifying objectives. Is it "cycle accuracy" what are you aiming for? Is it speed? Perhaps a mix of both? And then what is “cycle accuracy” really?, as its name says should be that at the end of every cycle the chip status is the same as emulator status, but I bet no em...
by Miquel
Wed Jun 26, 2019 1:54 pm
Forum: Megadrive/Genesis
Topic: Iridon Introduction
Replies: 13
Views: 3381

Re: Iridon Introduction

This is a pretty good answer for this last dilemma:

https://forums.nesdev.com/viewtopic.php ... 86#p239757

The only thing is MD/Genesis has a limited cpu and ram, compared with modern ones, so the solution has to be restricted to something smaller.