Search found 187 matches

by Miquel
Wed Dec 06, 2017 3:52 am
Forum: SGDK
Topic: Transparency on the same Plane, via Tiles
Replies: 6
Views: 192

Re: Transparency on the same Plane, via Tiles

I don't think philosophy fits in the question. :D It was a veiled question in that text. Anyway I don't see in the rules that we are forced to speak only about MD, and I answered the(both) question(s). Yes: it's not a common answer, agree. But I'm not a robot with predefined paths. If it fits or no...
by Miquel
Tue Dec 05, 2017 3:15 am
Forum: SGDK
Topic: Transparency on the same Plane, via Tiles
Replies: 6
Views: 192

Re: Transparency on the same Plane, via Tiles

In mathematics often you have an unique solution (or a group of) and an exact methodology to arrive to that conclusion. Frequently in life you don't have this situation, but you have to chose your own framework to reach to a misty success. Since there are no solid parameters is clearly a personal qu...
by Miquel
Sun Dec 03, 2017 12:01 am
Forum: SGDK
Topic: How to update a switced palette on background
Replies: 3
Views: 115

Re: How to update a switced palette on background

I just remember another option: Stop the action, do the changes you need taking as much frames as you need, finally restart game as normal. This technique was used a lot by Nintendo games on SNES which has a much slower bandwidth with the video chip. The only thing is you need to do it "beautiful", ...
by Miquel
Sat Dec 02, 2017 11:45 pm
Forum: SGDK
Topic: How to update a switced palette on background
Replies: 3
Views: 115

Re: How to update a switced palette on background

There is no reason to skip palettes other than a programming mistake. The first thing comes to mind is to check vpd increment counter value. There are two ways: a) Change the palettes values themselves b) Change tiles palette number If for some reason you are going for B, you can do it in a single f...
by Miquel
Fri Nov 24, 2017 10:35 pm
Forum: Mega/SegaCD
Topic: Mojon Twin's VANE - Visual Novel Engine for SEGA Mega CD in BEX
Replies: 2
Views: 166

Re: Mojon Twin's VANE - Visual Novel Engine for SEGA Mega CD in BEX

It's really estrange coming from the Mojon Twins seeing those women dressed so much, I suppose those clothes will last no much longer.
by Miquel
Thu Nov 23, 2017 12:26 am
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

Microcode can write to a register, read another register and do an ALU operation on the same microcode. It can also do other things, like also increment PC and start a memory read or write cycle (with either the new or the old PC). [...] And could calculate a integral. But that's not what we were t...
by Miquel
Wed Nov 22, 2017 7:39 pm
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 8
Views: 378

Re: Best way to manage sprites

Can you give an example where you put an sprite on screen and isn't dealt by an Actor? For example I am thinking that someone could be carried by the idea of not using an Actor for the HUD, but anyway you have to build a (sort of) object and all it's code associated, in the other hand you can make A...
by Miquel
Tue Nov 21, 2017 12:24 am
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 8
Views: 378

Re: Best way to manage sprites

For fading in it's not much of a problem (just let the game logic run as usual), for fading out it's a bigger issue since you can't just quit the current game loop (to move to the next one), you have to start the fading, then wait for it, and then make sure to cope with anything that could happen d...
by Miquel
Mon Nov 20, 2017 6:03 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

FYI, I decided to completely ignoring your false equivalences with flat Earth and no one else in the solar system. You are right! Is not with the Solar System the issue. There are 16 billion rarutziiby, and we are not talking about Mars, but Earth. Something twice the size of humanity just in front...
by Miquel
Mon Nov 20, 2017 4:08 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

myself i always use while(i--) statement instead of for loop so GCC correctly optimize it in dbra :) Awesome! With: void NOINLINE InitVDP3( u16 *init_vals, u16 size ) { u16* p = (u16*)0xC00004; while( size-- ) { *p = *init_vals++; } } or with: void NOINLINE InitVDP4( u16 *init_vals, u16 size ) { u1...
by Miquel
Wed Nov 15, 2017 8:08 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

1) .b instructions are 2 byte larger (except for move) so they are necessarily slower. That is not true at all. This is true for immediate .l instructions, but for most other instructions, .b and .w differ by a couple of bits. Those that are different by more than a couple bits are generally shorte...
by Miquel
Wed Nov 15, 2017 5:26 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

About question 2, "clr vs moveq": What happens is that in the case of clr, the operand is read before the writing (to save dye space, a side effect). In case of a register that means nothing, "clr.l d0" and "moveq.l #0, d0" both take 4 typical cycles, in case of "clr.l (a0)", yes, it will add 2 mor...
by Miquel
Tue Nov 14, 2017 8:50 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

I think, at this point we must be more concrete at our assertions, unless we are just collecting opinions. GCC could be best or worst but never (or very extremely rare I must say) mistaken, taken that you know what are you doing at C. That's a steep over human learning, as this thread shows. As a re...
by Miquel
Tue Nov 14, 2017 6:57 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

1) .b instructions are 2 byte larger (except for move) so they are necessarily slower. 2) I will check that but I very much doubt, that clr is slower that moveq. If that is the case, there is something wrong with the microcode. Both must be the 4 typical cycles. 3) That's a matter of opinion, GCC is...
by Miquel
Tue Nov 14, 2017 6:45 pm
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 8
Views: 378

Re: Best way to manage sprites

It's like literally the only one it supports on 68000, I think? =/ (could be wrong, but either way, yeah that one) Must be another one to support exceptions, but yeah it's pretty much the only usable. 2) I actually managed to get bitten once by not making clear optional (tip: don't ever do a fade i...