Search found 318 matches

by Miquel
Thu Sep 06, 2018 10:30 pm
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 10
Views: 950

Re: SGDK and tilemap-editors

[cont]
To set the palette go to the plane pattern table, and each 2bytes is a tile descriptor.
The 16bit descriptor includes the tile number, the palette and other flags.
by Miquel
Thu Sep 06, 2018 3:27 pm
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 10
Views: 950

Re: SGDK and tilemap-editors

Also I wanted to ask if it is possible to use more than 1 palette on the same plane, something like in the game boy color, you have a map array containing the tile index, and another map containing the tile palettes. And if a software like BEEhive can export maps like this. Speaking of hardware, ye...
by Miquel
Sat Sep 01, 2018 12:41 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

And were are the dots exactly? I can't see them. I think you need to understand one think, you being the developer have a distinct view of the game than players will have, a kind of a God view after that much time spend on it. For example that font that you are using produces a bit of head ache. I t...
by Miquel
Thu Aug 30, 2018 11:41 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

If you have soldering iron, just do the mod is very simple.
by Miquel
Wed Aug 29, 2018 11:40 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

You can always mod a megadrive to be selectable both PAL and NTSC.
by Miquel
Tue Aug 28, 2018 11:01 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

Yeah, it's fine then. That reminds me is equally important the code to work and to be easy legible. mix256 I think you should put the full code where you think there is the error. Also, is there any other location were you update colors? The situation you are describing is very unusual, also SGDK co...
by Miquel
Mon Aug 27, 2018 12:21 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

Try something like this: void VDP_waitVSync() { volatile vu16 *pw; pw = (volatile u16 *) GFX_CTRL_PORT; while (*pw & VDP_VBLANK_FLAG); while (!(*pw & VDP_VBLANK_FLAG)); } on "vpd.c". This volatile NEEDS to be there, it's the way to inform the compiler that the value is pointing to can be changed ext...
by Miquel
Sun Aug 26, 2018 8:01 pm
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 37
Views: 3439

Re: Project C - WIP - Sega Genesis / Mega Drive

Those backgrounds look amazing, if there is enough scroll will look astonishing even on a give-me-big-pixels emulator.
by Miquel
Sun Aug 26, 2018 6:31 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

You know perfectly well that on display's blank periods there is no pixel activation, so doesn't matter if the vdp is using color bus, you can safelly change color info then. The vblank period could be smaller for the display, but still there is plenty of time on at least 99.99% of displays to do it...
by Miquel
Sun Aug 26, 2018 10:52 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

I get CRAM dots somewhere around line 192...what's up with that? The color dots appear when the color bus is accessed twice at the same moment. VPD is accessing it most of the time during display period to acquiere color info to render the image; even when only displaying the background color. So, ...
by Miquel
Thu Aug 16, 2018 11:51 am
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 9
Views: 1164

Re: Best way to manage sprites

Just wanted to add that I have found using minimal and very specialized scripts is a better option to using structures. It's a similar idea but much more modifyable, for example you can include sounds to it. No need of pointer or indexes and you can always add more data without any negative consecue...
by Miquel
Sat Aug 11, 2018 12:39 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 28
Views: 1386

Re: dealing with matrices (arrays)

For "stop and load" games (those that only load between levels) the following procedure is observed: 1- A "end level" condition is detected 2- Some changes to the behaviour of characters is applied to forbid the game to continue in regular conditions (like main character dead) 3- Fade in is started ...
by Miquel
Thu Aug 09, 2018 1:00 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 28
Views: 1386

Re: dealing with matrices (arrays)

And what has to do disabling render with palettes? Probably you have found a bug that appears and disappears depending on the code around.

Anyway try to do a fade in since is much better visually.
by Miquel
Sat Aug 04, 2018 8:14 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

START + button is easy... if you push start with the other thumb and the buttons like normal. You just have to let off the dpad for an instant. It's easy doing it once, but while playing it's not very comfortable. There's also the START + dpad mentioned earlier. Then you push START instead of a but...
by Miquel
Thu Aug 02, 2018 9:55 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 233
Views: 14623

Re: Tänzer, a "ninja" game (Dev Diary thread)

Yeah! everyday when I get out to the street thousands of people approach me saying they have done a MD game is asm, even children. Pressing Start and another button at the same time is hell (at least in the case of an action game), you need to change the position of your fingers since the Start butt...