Search found 27 matches

by realbrucest
Wed Apr 01, 2020 8:25 am
Forum: SGDK
Topic: Brainstorming a way to hscan colors in SGDK
Replies: 10
Views: 861

Re: Brainstorming a way to hscan colors in SGDK

Not related to your question, but how did you manage to miss the Samurai Shodown character select? (especially in 2P) It takes palette swapping even further. I checked a lot of games one by one looking for this type of trickery, but I already knew that Samurai Shodown did it at the fightings scenes...
by realbrucest
Tue Mar 31, 2020 6:13 pm
Forum: SGDK
Topic: Brainstorming a way to hscan colors in SGDK
Replies: 10
Views: 861

Re: Brainstorming a way to hscan colors in SGDK

Thanks to you all three. I get quite interesting info for everything you mention. I was not confident at all about smashing SGDK files, because I wasn't aware of that matter with the duplicate "sega.s" file content. Now, knowing that it is safe messing with that file inside the project folder I gues...
by realbrucest
Mon Mar 30, 2020 11:23 pm
Forum: SGDK
Topic: Brainstorming a way to hscan colors in SGDK
Replies: 10
Views: 861

Brainstorming a way to hscan colors in SGDK

Hi . I always loved the tricks used for the Sega Gensis providing a few more colors in different circunstances. Just to set the context there're a few examples from licenced games: Blastem's CRAM debug screen is a wonderful tool to peek what's cooking into the Sega Genesis color table. https://i.ibb...
by realbrucest
Mon Jun 24, 2019 5:05 pm
Forum: SGDK
Topic: Error dump from SRAM_enable()
Replies: 2
Views: 2677

Re: Error dump from SRAM_enable()

OK, I'll have a look to that; starting from a "clean" rom file I'll check the changes one by one.

Thanks a lot for all the clues Chilly Willy.
by realbrucest
Sun Jun 23, 2019 10:03 am
Forum: SGDK
Topic: Error dump from SRAM_enable()
Replies: 2
Views: 2677

Error dump from SRAM_enable()

Hi, I'm starting now to mess around with SRAM routines but sadly I got my first trouble at the very first routine :cry: Calling "SRAM_enable()" I got this crash: https://i.imgur.com/uXJpVWE.png I did check rom_head.c and changed the two chars control value ("RA"), same result. What am I missing at t...
by realbrucest
Thu Mar 07, 2019 10:46 am
Forum: SGDK
Topic: RESCOMP and individual nametable entries?
Replies: 15
Views: 3624

Re: RESCOMP and individual nametable entries?

Taking note :wink:

I've just updated the demo including a hl/s coloured sprite.

Edit: new tiny update to the code using compressed maps for BPLAN and the priority map image.
by realbrucest
Wed Mar 06, 2019 4:51 pm
Forum: SGDK
Topic: RESCOMP and individual nametable entries?
Replies: 15
Views: 3624

Re: RESCOMP and individual nametable entries?

Actually I'm more of an "old coder" than a "modern one" :mrgreen: Concerning games and graphic dev I've started doing things for the good and old 13h MSDOS VGA mode. 'Been developing thingies for the genesis for more than five years already, since the first version of SGDK was released, but adding c...
by realbrucest
Wed Mar 06, 2019 11:28 am
Forum: SGDK
Topic: RESCOMP and individual nametable entries?
Replies: 15
Views: 3624

Re: RESCOMP and individual nametable entries?

you're trying to write to ROM, which obviously won't work :p Ouch! :cry: :mrgreen: :roll: Ok, so ... dumping into RAM and then VDP_loadTileSet(..) and VDP_setMap(..) methods ... I'll give it a try like that. Thanks again Stef. EDIT: Mmmmmm ... :? :?: Setmap also relies on "basetile" ... u16 VDP_set...
by realbrucest
Tue Mar 05, 2019 5:35 pm
Forum: SGDK
Topic: RESCOMP and individual nametable entries?
Replies: 15
Views: 3624

Re: RESCOMP and individual nametable entries?

It's been a while but I couldn't attempt a few tests til now... I wanted to use plane A to bring a normal-color/shadow layer on top of plane B (so I can overlap sprites "Vectorman-like" as well). For testing purpouses I'm using these three images: https://i.postimg.cc/MKrG7kFd/HLS-demo-planes.png bg...
by realbrucest
Mon Dec 31, 2018 5:21 pm
Forum: SGDK
Topic: RESCOMP and individual nametable entries?
Replies: 15
Views: 3624

Re: RESCOMP and individual nametable entries?

Wow :shock: :mrgreen:

I'd never though of that method... That's a very cool and handy trick.

Thanks a lot Stef, i'll give it a try asap and I guess I'll use it plenty in advance.
by realbrucest
Sun Dec 23, 2018 1:02 pm
Forum: SGDK
Topic: RESCOMP and individual nametable entries?
Replies: 15
Views: 3624

RESCOMP and individual nametable entries?

Hi everyone. I've trying (no luck atm) to figure out any way or method for dealing with individual nametable patterns using SGDK (when converting through Rescomp). I need a few tiles to be hight-priority, some others low-priority. But I don't know if there is some possiblilty of setting that kind of...
by realbrucest
Sat Jul 26, 2014 7:44 pm
Forum: Demos
Topic: Game techniques
Replies: 12
Views: 5403

by realbrucest
Tue Jun 17, 2014 8:57 am
Forum: UMDK
Topic: USB MegaDrive DevKit
Replies: 28
Views: 12462

Amazing job man!!

Thanks a lot.

This is gonna speed up all our genesis projects and also make easier dealing with tricky low level routines.



Party time incoming ...
by realbrucest
Sat May 03, 2014 10:49 pm
Forum: Video Display Processor
Topic: Confused about VRAM nametables (tiletables) sizes
Replies: 6
Views: 5353

OK. I'll take that ;) Thanks guys anyhow. I know about the posibility of placing VRAM data tables into different memory areas, I just was not sure about how large nametables could be so I though that the most common size I have been finding was "its propper size". When I started to fill planes with ...
by realbrucest
Thu May 01, 2014 9:19 pm
Forum: Video Display Processor
Topic: Confused about VRAM nametables (tiletables) sizes
Replies: 6
Views: 5353

That "VRAM dump" is taken from a demo, it's not an actual game. My doubts are related with nametables sizes. Looking at that sample ... what happens if plane A is 64x64, will hscroll and sprite tables be overwritten? I've coded a few demos where I fill both 64x64 planes and there's no problem nor wi...