Search found 31 matches

by hotrodx
Sat Jul 27, 2019 6:58 am
Forum: SGDK
Topic: SGDK CodeBlocks Setup issues
Replies: 15
Views: 3261

Re: SGDK CodeBlocks Setup issues

This is most likely a backslash/forwardslash issue in the environment. For GDK, it's forward slash. For GDK_WIN, it's backslash. So in your case: GDK=C:/games/Sega_Genesis/Dev/SGDK-master GDK_WIN=C:\games\Sega_Genesis\Dev\SGDK-master Go to the command line, and enter SET to check your current values.
by hotrodx
Sat May 18, 2019 12:50 pm
Forum: Blabla
Topic: Gradius III for SNES patched to use SA-1
Replies: 0
Views: 466

Gradius III for SNES patched to use SA-1

Gradius III has been patched to use the SA-1 enhancment chip. This fixes the frequent slow downs on the original release. See https://github.com/VitorVilela7/SA1-Root/tree/master/Gradius-III . Konami would later release a version of Parodius on the SNES using the SA-1 to avoid the slowdowns that the...
by hotrodx
Wed May 15, 2019 3:07 am
Forum: SGDK
Topic: Weird problem with sprites
Replies: 5
Views: 925

Re: Weird problem with sprites

Looking at Blastem's VRAM viewer, the sprites do seem get overwritten when running MD mode on the first run. Not a full-on fix, but I removed the FAST compression in your sprite.res so that it loads the sprite data linearly. On my test, the rockets now appear correctly in MD mode on first run. If yo...
by hotrodx
Wed May 08, 2019 5:05 pm
Forum: Blabla
Topic: Strong Buzz for new Amstrad CPC game
Replies: 11
Views: 1016

Strong Buzz for new Amstrad CPC game

There's a big hype among Amstrad CPC fans for a new racing game called "Vespertino". See their teaser here: https://www.youtube.com/watch?v=YAcd47eUZF4

This is being made by the guys who made the Batman Forever Demoscene: https://www.youtube.com/watch?v=YJosZfm560Q
by hotrodx
Mon Apr 29, 2019 10:19 am
Forum: SGDK
Topic: Java-based rescomp not picking up flipped tiles?
Replies: 5
Views: 678

Re: Java-based rescomp not picking up flipped tiles?

Thanks!

EDIT: Confirmed working
by hotrodx
Mon Apr 29, 2019 9:24 am
Forum: SGDK
Topic: Java-based rescomp not picking up flipped tiles?
Replies: 5
Views: 678

Re: Java-based rescomp not picking up flipped tiles?

Here is the image. Works on old rescomp.
by hotrodx
Sun Apr 28, 2019 7:46 am
Forum: SGDK
Topic: Java-based rescomp not picking up flipped tiles?
Replies: 5
Views: 678

Java-based rescomp not picking up flipped tiles?

I just recently tried switching to the Java-based rescomp. The new resulting IMAGE I am using now had garbage tiles (where it didn't have before on standalone rescomp). Upon inspecting the VRAM, I noticed that the flipped tiles were no longer optimized, resulting in spilling over the allotted Plane ...
by hotrodx
Mon Apr 22, 2019 7:48 pm
Forum: SGDK
Topic: MEM_alloc
Replies: 7
Views: 960

Re: MEM_alloc

I'm trying to decipher what you mean. If you were trying to push reset on the Genny, that's the equivalent of a Soft Reset. Variables are not re-initialized on soft resets. To do a "hard reset", replace you main function like this: int main(u16 hard) { if (!hard) { SYS_hardReset(); } // rest of the ...
by hotrodx
Mon Apr 22, 2019 10:00 am
Forum: SGDK
Topic: MEM_alloc
Replies: 7
Views: 960

Re: MEM_alloc

Did you call MEM_init() before you called MEM_alloc() ?
by hotrodx
Mon Apr 15, 2019 6:21 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 4185

Re: Compiling an emulator for enhanced Megadrive

There's little point to the "Tower of power" when a Saturn is better for all practical purposes. Still being a Genesis is part of the constraint. How about going backwards then: making something for the Saturn to run Megadrive games ? Obviously doing it in software alone would be near insanity, but...
by hotrodx
Sun Apr 14, 2019 3:34 pm
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 4185

Re: Compiling an emulator for enhanced Megadrive

But of course you'd also have to convince people to try a cartridge thing that requires a Sega CD… (admittedly, this is easier to justify for a tech demo than for a game) Then (old school) tech demo it is. :D Interestingly, I noticed that the Revision 2018 Oldskool Demo category was limited to 8-bi...
by hotrodx
Sat Apr 13, 2019 9:28 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 4185

Re: Compiling an emulator for enhanced Megadrive

You do you. You've contributed a lot to the community, so you can always go to the direction you see fit. You've earned it. It's just that having changes that won't even run on actual Megadrives kinda dampen the impact. Imagine something like: "Here's a Megadrive that has 4096 colors, but won't run ...
by hotrodx
Sat Apr 13, 2019 5:12 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 4185

Re: Compiling an emulator for enhanced Megadrive

The problem is that if you're looking at 1988, huuuh, the price was precisely the issue. The VDP has support for some improvements as it is (more VRAM, more colors, genlock onto other VDP), yet including that would have added to the cost. They also had to cut down some features from the VDP while r...
by hotrodx
Fri Apr 12, 2019 4:39 pm
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 4185

Re: Compiling an emulator for enhanced Megadrive

I would imagine a souped up Genesis would have been something like a Neogeo ("more of everything"). But if not that or the 32X then perhaps the Megadrive + MegaCD combo, minus the CD? Can the Megadrive access the MegaCD capabilities for non-CD games? With a MegaCD, you get extra RAM, a faster CPU, a...