Bonus question: If you take a look at tile debug view in Regen whilst the intro FMV is playing, it's empty. Is that a Regen bug or are they doing something particularly clever to draw the FMV?
Regen defaults to displaying the tiles using palette 0 (which is all black), but the FMV uses palette 2 ...
Search found 15 matches
- Tue Sep 15, 2015 7:56 pm
- Forum: Megadrive/Genesis
- Topic: Tile streaming engines in games with large tile counts
- Replies: 9
- Views: 9488
- Fri Dec 19, 2014 11:20 pm
- Forum: Demos
- Topic: Mode 7 demo for Genesis/MD
- Replies: 64
- Views: 285223
Mipmapping is a LOD system for textures. It's primary use is to increase rendering speed (by reducing page breaks in improving cache coherency) and reduces aliasing (by prefiltering the downsamples) on minified texture samples. (This wouldn't help speed up the 68K since it doesn't have a cache, but ...
- Fri Dec 19, 2014 6:52 pm
- Forum: Demos
- Topic: Mode 7 demo for Genesis/MD
- Replies: 64
- Views: 285223
Maybe some kind of mipmapping-like technique could be used to reduce the memory usage?
Instead of having the large range, full detail 256*256 map, you can have one small range, full detail 128*128 texture for the area near the camera, and one large range, reduced detail 128*128 texture for the area ...
Instead of having the large range, full detail 256*256 map, you can have one small range, full detail 128*128 texture for the area near the camera, and one large range, reduced detail 128*128 texture for the area ...
- Fri Dec 19, 2014 1:02 am
- Forum: Demos
- Topic: Mode 7 demo for Genesis/MD
- Replies: 64
- Views: 285223
- Tue Sep 02, 2014 3:52 am
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 364
- Views: 614939
- Fri Jul 05, 2013 1:12 am
- Forum: Super 32X
- Topic: 68K to SH2 DMA FIFO
- Replies: 10
- Views: 28343
- Fri Mar 01, 2013 11:17 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 126768
If the lines in-between visible columns are transparent, you could display the framebuffer on both layers, with one layer shifted to the left one pixel. That would fill up the space between columns and make it just look like it was stretched horizontally.
http://imgur.com/gNXZpe5
http://imgur.com/gNXZpe5
- Wed Jul 04, 2012 2:58 pm
- Forum: Super 32X
- Topic: SuperH Registers Calling Convention
- Replies: 4
- Views: 11808
- Fri Jun 29, 2012 7:22 pm
- Forum: Video Display Processor
- Topic: show a 256 colors picture in MD
- Replies: 21
- Views: 49327
- Sun Jun 10, 2012 5:53 pm
- Forum: Super 32X
- Topic: Optimizing background tiles drawn to framebuffer
- Replies: 23
- Views: 34193
Is the only reason you copy the pixels to a temporary buffer to do clipping? You set the pixels to transparent to prevent them from from appearing on the other side of the screen? You can probably just copy straight to the framebuffer. For the parts that need clipping, adjust the source, destination ...
- Sun Jun 10, 2012 5:41 pm
- Forum: Super 32X
- Topic: Notice on differences between emulator colors for 32x
- Replies: 4
- Views: 9708
- Mon Jun 04, 2012 6:48 pm
- Forum: Super 32X
- Topic: Optimizing background tiles drawn to framebuffer
- Replies: 23
- Views: 34193
Mirroring should have negligible overhead. Here's are versions of the copy function that writes the data in reverse order. Use the first one if you're using 16 bit color, and the second one if you're using 8 bit color.
! void _word_8byte_copy_wordreverse(short *dst, short *src, int count)
.align 4 ...
! void _word_8byte_copy_wordreverse(short *dst, short *src, int count)
.align 4 ...
- Tue May 29, 2012 4:56 pm
- Forum: Super 32X
- Topic: Optimizing background tiles drawn to framebuffer
- Replies: 23
- Views: 34193
- Tue May 29, 2012 2:57 am
- Forum: Megadrive/Genesis
- Topic: fast way to compute distance between two points?
- Replies: 13
- Views: 13088
- Tue May 29, 2012 2:48 am
- Forum: Super 32X
- Topic: Optimizing background tiles drawn to framebuffer
- Replies: 23
- Views: 34193