Search found 209 matches
- Sat Oct 01, 2016 4:39 pm
- Forum: Tools
- Topic: 68000 instruction timing from source?
- Replies: 14
- Views: 20200
68000 instruction timing from source?
I'd like a tool that parses 68000 source code, and writes it back out with the instruction timing in the margin (or as a spreadsheet or whatever). Then I could produce a heat map of the most expensive code. Does such a thing already exist? If not, I'll write one. I guess an end goal would be to inte...
- Sat Sep 10, 2016 12:51 am
- Forum: Demos
- Topic: Tanglewood Tech Demo 0.1.04
- Replies: 19
- Views: 18466
Re: Tanglewood Tech Demo 0.0.11
I've got a playthrough video containing all the improvements mentioned above, more info here: http://www.tanglewoodgame.com/forum/vie ... p?f=6&t=13
I'll release the ROM soon, after I've made some fixes
I'll release the ROM soon, after I've made some fixes
- Tue Sep 06, 2016 3:03 pm
- Forum: Demos
- Topic: Z-team First release - Unofficial Port Return to Genesis
- Replies: 6
- Views: 5618
Re: Z-team First release - Unofficial Port Return to Genesis
Nice to hear a David Whittaker tune again! I worked with him for a few years.
- Sun Sep 04, 2016 10:10 am
- Forum: Announcement
- Topic: 10 years!!!
- Replies: 7
- Views: 15120
Re: 10 years!!!
Whoooooop! <3
- Wed Aug 24, 2016 12:08 pm
- Forum: Demos
- Topic: Tanglewood Tech Demo 0.1.04
- Replies: 19
- Views: 18466
Re: Tanglewood Tech Demo 0.0.11
Another issue was that it was difficult to see platforms at night, so we've added a glowing moss coating to tree branches: https://pbs.twimg.com/media/Cqj0ZuwWgAAZ4qW.jpg:large Lots more improvements coming over the next few weeks. I've tweaked velocities and accelerations, animation speeds, added s...
- Wed Aug 24, 2016 12:02 pm
- Forum: Demos
- Topic: Tanglewood Tech Demo 0.1.04
- Replies: 19
- Views: 18466
Re: Tanglewood Tech Demo 0.0.11
I guess you're right! I'll add some.cero wrote:You should include a couple images in announcement posts, it's good PR.
- Mon Aug 22, 2016 10:39 am
- Forum: Demos
- Topic: Tanglewood Tech Demo 0.1.04
- Replies: 19
- Views: 18466
Re: Tanglewood Tech Demo 0.0.11
Yeah the background was a rush job done by a non-artist (me) by taking the foreground tiles, scaling them by half, then silhouetting them using an existing colour in the palette. It's good enough for the demo but I'll leave it up to a real artist to redraw it properly and dedicate some colours. I tw...
- Sun Aug 21, 2016 12:47 pm
- Forum: Demos
- Topic: Tanglewood Tech Demo 0.1.04
- Replies: 19
- Views: 18466
Tanglewood Tech Demo 0.1.04
Hello, spritesmind family! Update: Tech Demo 0.1.04: http://www.mediafire.com/file/as5beiw709o141f/TANGLEWD.BIN My homebrew project, Tanglewood, has just reached its first development milestone, and I've released a two-level tech demo showing of its basic features: http://www.tanglewoodgame.com/foru...
- Fri Jul 15, 2016 9:49 am
- Forum: Tools
- Topic: New compression tool for Megadrive: LZ4W
- Replies: 25
- Views: 30128
Re: New compression tool for Megadrive: LZ4W
Excellent stuff, I'll be grabbing this!
Where in SGDK is it used? At load time only, or for runtime sprite loading, or even for regular animation frame advances?
Where in SGDK is it used? At load time only, or for runtime sprite loading, or even for regular animation frame advances?
- Wed Jul 13, 2016 2:38 pm
- Forum: Megadrive/Genesis
- Topic: Interlace modes, V/H scrolling, Sonic 2 multiplayer queries
- Replies: 2
- Views: 3026
Re: Interlace modes, V/H scrolling, Sonic 2 multiplayer queries
It's changing the scroll values during the split part That simple eh? I'll give that a try! What are you trying to do though? Because if it's something like the HUD in Toki you may just use the window plane instead =P Most of the level is outdoors, with a scrolling left-to-right landscape in the ba...
- Mon Jul 11, 2016 9:16 am
- Forum: Megadrive/Genesis
- Topic: Interlace modes, V/H scrolling, Sonic 2 multiplayer queries
- Replies: 2
- Views: 3026
Interlace modes, V/H scrolling, Sonic 2 multiplayer queries
Hi! I'm trying to determine how Sonic 2's multiplayer allows for the top half of the screen to vertically scroll independently from the lower half. In my game I'd like a portion of plane B to remain static whilst the rest scrolls. In my head this could be achieved by setting the scroll size 64 cells...
- Tue Jun 28, 2016 3:40 pm
- Forum: Tools
- Topic: WTF asm68k?
- Replies: 2
- Views: 10217
Re: WTF asm68k?
Valid: Syntax: LSL Dx,Dy LSR Dx,Dy LSL #<data>,Dy LSR #<data>,Dy LSL <ea> LSR <ea> Attributes: Size = byte, word, longword Description: Logically shift the bits of the operand in the specified direction (i.e., left or right). A zero is shifted into the input position and the bit shifted out is copie...
- Wed Jun 22, 2016 8:31 pm
- Forum: Megadrive/Genesis
- Topic: VSRAM Fill Mode DMA
- Replies: 3
- Views: 3887
Re: VSRAM Fill Mode DMA
Excellent stuff, thank you! I'll follow that thread and see if there's a subtlety I'm missing that might make it mess up after a few resets. It *mostly* works - I can verify by making a deliberate mess of VSRAM and using DMA fill to clear it - so this is definitely something I need to implement in t...
- Sun Jun 19, 2016 4:48 pm
- Forum: Megadrive/Genesis
- Topic: VSRAM Fill Mode DMA
- Replies: 3
- Views: 3887
VSRAM Fill Mode DMA
Does the VDP implement Fill Mode DMA targetting VSRAM? Regen implements it (I can write garbage bytes to it, and a DMA Fill clears it properly) but I believe this may be in error. My game works on real hardware but every 50th boot or so the vertical scroll data is messed up. I ignored the bug and pu...
- Sun Jun 19, 2016 4:37 pm
- Forum: Megadrive/Genesis
- Topic: Infinite scrolling maps/scroll plane "edge" DMA
- Replies: 15
- Views: 14150
Re: Infinite scrolling maps/scroll plane "edge" DMA
still questioning the idea of storing nametables as-is... if you're doing it for the sake of having more freedom, aren't you also likely to try to use so many unique tiles that they won't fit in video memory? Or are you planning to stream in tiles ala Sonic 3D? The tile count is under control, it's...