Search found 27 matches
- Wed Apr 01, 2020 8:25 am
- Forum: SGDK
- Topic: Brainstorming a way to hscan colors in SGDK
- Replies: 10
- Views: 13684
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...
- Tue Mar 31, 2020 6:13 pm
- Forum: SGDK
- Topic: Brainstorming a way to hscan colors in SGDK
- Replies: 10
- Views: 13684
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...
- Mon Mar 30, 2020 11:23 pm
- Forum: SGDK
- Topic: Brainstorming a way to hscan colors in SGDK
- Replies: 10
- Views: 13684
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...
- Mon Jun 24, 2019 5:05 pm
- Forum: SGDK
- Topic: Error dump from SRAM_enable()
- Replies: 2
- Views: 4537
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.
Thanks a lot for all the clues Chilly Willy.
- Sun Jun 23, 2019 10:03 am
- Forum: SGDK
- Topic: Error dump from SRAM_enable()
- Replies: 2
- Views: 4537
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...
- Thu Mar 07, 2019 10:46 am
- Forum: SGDK
- Topic: RESCOMP and individual nametable entries?
- Replies: 15
- Views: 15137
Re: RESCOMP and individual nametable entries?
Taking note
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.
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.
- Wed Mar 06, 2019 4:51 pm
- Forum: SGDK
- Topic: RESCOMP and individual nametable entries?
- Replies: 15
- Views: 15137
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...
- Wed Mar 06, 2019 11:28 am
- Forum: SGDK
- Topic: RESCOMP and individual nametable entries?
- Replies: 15
- Views: 15137
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...
- Tue Mar 05, 2019 5:35 pm
- Forum: SGDK
- Topic: RESCOMP and individual nametable entries?
- Replies: 15
- Views: 15137
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...
- Mon Dec 31, 2018 5:21 pm
- Forum: SGDK
- Topic: RESCOMP and individual nametable entries?
- Replies: 15
- Views: 15137
Re: RESCOMP and individual nametable entries?
Wow
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.
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.
- Sun Dec 23, 2018 1:02 pm
- Forum: SGDK
- Topic: RESCOMP and individual nametable entries?
- Replies: 15
- Views: 15137
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...
- Sat Jul 26, 2014 7:44 pm
- Forum: Demos
- Topic: Game techniques
- Replies: 12
- Views: 12765
- Tue Jun 17, 2014 8:57 am
- Forum: UMDK
- Topic: USB MegaDrive DevKit
- Replies: 28
- Views: 32730
- Sat May 03, 2014 10:49 pm
- Forum: Video Display Processor
- Topic: Confused about VRAM nametables (tiletables) sizes
- Replies: 6
- Views: 9365
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 ...
- Thu May 01, 2014 9:19 pm
- Forum: Video Display Processor
- Topic: Confused about VRAM nametables (tiletables) sizes
- Replies: 6
- Views: 9365
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...