Search found 683 matches

by djcouchycouch
Sun Sep 08, 2019 11:18 am
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 998

Re: Megadrive was always the answer

Why make the slave soundless? Mix it with the other MD either via the video mixing section, or using the audio in lines on the cart of the master MD. Two YM2612/PSG would be VERY helpful for games. No reason other than to simplify things and I'd just be interested in VDPx2. But it's not like I'd ha...
by djcouchycouch
Sat Sep 07, 2019 12:12 pm
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 998

Re: Megadrive was always the answer

I still like the idea that it should be two actual Megadrives. Video is mixed 32x-like. The second Megadrive is a slave and soundless. The game developer works with a second set of VDP ports that feed directly to the second Megadrive. Maybe make the CPU available somehow, but I wouldn't cry too much...
by djcouchycouch
Wed Sep 04, 2019 5:18 pm
Forum: SGDK
Topic: Move text on screen
Replies: 2
Views: 230

Re: Move text on screen

Seems to me the damage text will have to be done as sprites. Typically, a digit (0 - 9) as one sprite.
Use multiple sprites to show your number. [1][3][8]
by djcouchycouch
Sun Sep 01, 2019 12:13 am
Forum: Megadrive/Genesis
Topic: Megadrive was always the answer
Replies: 22
Views: 998

Re: Megadrive was always the answer

That's crazy and awesome
by djcouchycouch
Tue Aug 27, 2019 7:21 pm
Forum: Megadrive/Genesis
Topic: Sega Tech Docs archive
Replies: 26
Views: 3240

Re: Sega Tech Docs archive

Amazing!
by djcouchycouch
Fri Feb 08, 2019 10:09 pm
Forum: Blabla
Topic: 68000 Arcade systems programming
Replies: 14
Views: 2300

Re: 68000 Arcade systems programming

Here's an SDK used to build games on the original Outrun hardware.

http://www.aaldert.com/outrun/sdk.html
by djcouchycouch
Sat Dec 15, 2018 8:02 pm
Forum: Tools
Topic: DefleMask Convert Tool
Replies: 5
Views: 1256

Re: DefleMask Convert Tool

Well, that's pretty gosh darned amazing. Good job!
by djcouchycouch
Thu Dec 21, 2017 3:02 pm
Forum: Tools
Topic: Propeller - An Example SGDK-Based Game Engine
Replies: 25
Views: 11930

Re: Propeller - An Example SGDK-Based Game Engine

Hi,

I updated the links.

thanks,
djcc
by djcouchycouch
Thu Dec 21, 2017 3:01 pm
Forum: Demos
Topic: Violence Pingouin + Source
Replies: 9
Views: 5646

Re: Violence Pingouin + Source

Hi,

I updated the links.

thanks,
djcc
by djcouchycouch
Thu Dec 21, 2017 2:59 pm
Forum: Demos
Topic: Pingouin Rose + Source
Replies: 5
Views: 4249

Re: Pingouin Rose + Source

Hi,

I updated the dropbox links.

thanks,
djcc
by djcouchycouch
Thu Dec 21, 2017 2:55 pm
Forum: Demos
Topic: Pingouin Bleu + Source
Replies: 15
Views: 7800

Re: Pingouin Bleu + Source

Hi,

I've updated the links.

djcc
by djcouchycouch
Mon Jun 19, 2017 8:51 pm
Forum: Tools
Topic: How to do pixelart? Any tool???
Replies: 7
Views: 2445

Re: How to do pixelart? Any tool???

I use GraphicsGale and wrote a converter to animation structures in C. I start off with a set of colors or palettes and work from there.
by djcouchycouch
Mon May 01, 2017 2:39 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 2121

Re: A question about calculating visibilty

Thanks DJ, How are you determining when to update them? * Are you checking each frame whether they are visible and therefore whether they need to be updated? * Are you checking only if the camera has moved (but still for each move)? * Or are you using some other method to cull the list of checks to...
by djcouchycouch
Sun Apr 30, 2017 11:54 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 2121

Re: A question about calculating visibilty

Sounds like a good start. Because you can go back and forth, when preparing to spawn an object you'll have to add an extra check to see that the object doesn't exist already. Goplanes had just a few enemies in a level, so I just kept them in memory and only updating them if the were close enough to ...
by djcouchycouch
Thu Apr 27, 2017 11:38 pm
Forum: SGDK
Topic: pause a sprite?
Replies: 2
Views: 1006

Re: pause a sprite?

give the animation a loop variable. 1 means loop and 0 means don't loop. When you're incrementing the frame index, add a check: if it reaches the last frame and the loop variable is 0, then don't increment. It'll stay at the last frame.