![Very Happy :D](./images/smilies/icon_biggrin.gif)
Search found 135 matches
- Fri Nov 03, 2023 2:13 am
- Forum: Demos
- Topic: Hunter Girls (SEGA Mega Drive / Genesis) Demo
- Replies: 2
- Views: 35237
Re: Hunter Girls (SEGA Mega Drive / Genesis) Demo
yihhaaaaa new game for megadrive ![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
- Mon Sep 04, 2023 5:21 pm
- Forum: Hardware
- Topic: FPGA version
- Replies: 26
- Views: 65931
Re: FPGA version
Ok, our team almost done reverse engineering MD ASICs with it's decap. Some of team members was made a hardware level emulator and even FPGA one. Now my turn to finish this project. Finally I done with this: https://i.ibb.co.com/TYJFQ2P/IMG-1526.jpg This is Megadrive that rebuild on custom PCB with...
- Sun Oct 02, 2022 2:39 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1123437
Re: Sega Genesis Dev Kit (SGDK)
As far as I know, L=Z and R=C, and the controller IDs as a normal 6-button pad. D32XR detects is like a normal pad, and you use the menu to set the controller to use L/R strafe via Z/C buttons. If it were IDing as something different, it wouldn't work with most games. I should probably get one and ...
- Sun Oct 02, 2022 3:02 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1123437
Re: Sega Genesis Dev Kit (SGDK)
Just to know.
We can use functions in joy.h to detect 3btn or 6 btn joypad. But, is there any way to detect a 8bitdo control joypad?
Only reason to do this is to auto-configure controls and let user use L/R in 8bitdo pad
But I think that L=Z and R=C, so no way to use L/R as extra buttons.
We can use functions in joy.h to detect 3btn or 6 btn joypad. But, is there any way to detect a 8bitdo control joypad?
Only reason to do this is to auto-configure controls and let user use L/R in 8bitdo pad
But I think that L=Z and R=C, so no way to use L/R as extra buttons.
- Fri Aug 12, 2022 4:16 pm
- Forum: SGDK
- Topic: how to check if SRAM is working?
- Replies: 2
- Views: 10388
- Fri Aug 12, 2022 12:14 am
- Forum: SGDK
- Topic: how to check if SRAM is working?
- Replies: 2
- Views: 10388
how to check if SRAM is working?
Good day all I'm currently working in my own game and I want to use SRAM to keep top3 scores in cartridge. Of course using severals emulators to check if everything is working properly. I wrote some functions that are working well in GensKmod but i.e. they failed in KFusion. I.e. I make this functio...
- Tue Jun 28, 2022 1:53 pm
- Forum: Demos
- Topic: 2.5D engine demo for Megadrive/Genesis
- Replies: 9
- Views: 12784
Re: 2.5D engine demo for Megadrive/Genesis
I follow you in Twt then I already saw your progress. Impresive!
Did u think about add a "doom soldier" instead card and let him follow you?
Did u think about add a "doom soldier" instead card and let him follow you?
- Fri Feb 18, 2022 3:43 am
- Forum: Demos
- Topic: 2.5D engine demo for Megadrive/Genesis
- Replies: 9
- Views: 12784
Re: 2.5D engine demo for Megadrive/Genesis
VERY impressive. Smooth as silk. See you in Twitter for updates.
Also suggest to change actual textures for other ones, i.e. heretic textures, I think medieval ones will be nicer than futuristic ones.
Also suggest to change actual textures for other ones, i.e. heretic textures, I think medieval ones will be nicer than futuristic ones.
- Thu Jan 20, 2022 10:56 pm
- Forum: SGDK
- Topic: How to reuse full loaded frames for many sprites?
- Replies: 3
- Views: 4655
- Wed Jan 05, 2022 12:41 am
- Forum: Super 32X
- Topic: Untitled 32X Super Scalar Project
- Replies: 34
- Views: 36047
Re: Untitled 32X Super Scalar Project
I have no idea but, in case I could manage 2 cpus, I will use 1 cpu to draw background, trees, clouds... (+music/fm) and another one just to draw "sprites" (plane, enemies, spheres fired by player and enemies) and also manage colissions.
- Wed Jan 05, 2022 12:17 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1123437
Re: Sega Genesis Dev Kit (SGDK)
The first problem I see in your code is the way you handle string in C. String requires a NULL ending character so you always need to allocate one extra character in your variable. Also you don't need to specify it when using strxxx methods as it does add it for you, so correct code is as follow : ...
- Tue Jan 04, 2022 5:11 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1123437
Re: Sega Genesis Dev Kit (SGDK)
Hi there! Just playing with SRAM instructions and Genskmod to check with Klog, all seems to work well. I just want to save some data, player name (i.e. "AAA\0") and its points. Doing this, maybe not best method. Do you see anything wrong here? struct { char player_name[4]; u16 points; }Ranking[NUM_P...
- Sat Jan 01, 2022 10:56 pm
- Forum: Super 32X
- Topic: Untitled 32X Super Scalar Project
- Replies: 34
- Views: 36047
Re: Untitled 32X Super Scalar Project
Use to read your posts in TW, very interesting. Good luck!
PD: put <ironic> or some
in your tweets when you are ironic!
PD2: Try to change plane with a Ferrari (not flying of course), put a highway and wow, Out run 32X![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
PD: put <ironic> or some
![Very Happy :D](./images/smilies/icon_biggrin.gif)
PD2: Try to change plane with a Ferrari (not flying of course), put a highway and wow, Out run 32X
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
- Mon Dec 06, 2021 10:27 pm
- Forum: SGDK
- Topic: help with black screen
- Replies: 8
- Views: 8997
Re: help with black screen
I know, but I think is not SGDK fault, just my rusty C. One month ago I make all necessary changes to use last SGDK version but the result was the same. Then I back to "old SGDK" because I want to finish this game and after that start new project with lastest version. I'm afraid I have to start with...
- Mon Dec 06, 2021 4:10 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1123437
Re: Sega Genesis Dev Kit (SGDK)
Thanks Stef!