Search found 2656 matches

by Chilly Willy
Tue Feb 19, 2019 2:07 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 41
Views: 3179

Re: dealing with matrices (arrays)

That would be the easier way to handle it. If you did use more than two controllers, the function jump table would be faster than a bunch of compares.
by Chilly Willy
Mon Feb 18, 2019 10:01 pm
Forum: Demos
Topic: Cpu speed test rom (md+scd)
Replies: 4
Views: 155

Re: Cpu speed test rom (md+scd)

My Genesis 2/CD2/32X
PCB ver 2 NTSC CD2 2.11X U
Main - 7,559,458
Z80 - 3,584,113
Sub - 12,162,088
ASIC - 1,835,008

My Nomad
PCB ver 2
Main - 7,559,462
Z80 - 3,584,112

It does not work on my CDX. I get a pink screen and nothing at all on it. Maybe something is happening when it goes to test the CD.
by Chilly Willy
Mon Feb 18, 2019 9:31 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 41
Views: 3179

Re: dealing with matrices (arrays)

Not directly. The joyEventCB is universal for all controllers, but passes the index as a parameter. You can make your own jump table and fill it in and then do something like void setJoyEventCBEntry(u16 joy, eventCBEntry cb) { eventJT[joy] = cb; } void myJoyEventCB(u16 joy, u16 changed, u16 state) {...
by Chilly Willy
Mon Feb 18, 2019 2:36 am
Forum: Demos
Topic: Space blasting - very alpha + source
Replies: 3
Views: 165

Re: Space blasting - very alpha + source

Not saying making them slanted will look better, but it's at least worth checking. I'd think they would, but you never really know until you try it.
by Chilly Willy
Sun Feb 17, 2019 2:43 pm
Forum: Demos
Topic: Space blasting - very alpha + source
Replies: 3
Views: 165

Re: Space blasting - very alpha + source

Nice start. I'd suggest making the angled shots angled rather than vertical to see if that looks better.
by Chilly Willy
Mon Feb 11, 2019 1:31 pm
Forum: Demos
Topic: Ninja Mitsuo - platformer game with SGDK
Replies: 7
Views: 535

Re: Ninja Mitsuo - platformer game with SGDK

It's a blood moon, man! :lol:

In all seriousness, there are times when the atmosphere causes the moon to take on colors other than gray. Or you could just say the game isn't on Earth. And finally, Rule of Cool.
by Chilly Willy
Thu Feb 07, 2019 5:11 pm
Forum: Megadrive/Genesis
Topic: Want to start making games, no luck at all
Replies: 2
Views: 211

Re: Want to start making games, no luck at all

SecondBasic has a rather particular way of implementing basic. You need to work from examples. Someone on the discord is doing a Mortal Kombat like fighter for the MD in SecondBasic, so it's pretty powerful - more than enough for many games. That said, you probably want to learn C and used something...
by Chilly Willy
Wed Feb 06, 2019 4:36 pm
Forum: SGDK
Topic: Circular Transparency
Replies: 5
Views: 192

Re: Circular Transparency

Or using the “1 player” solution changing focus between both players on each next frame. This might look even better - it should be darker and a little flickery, as if lit by a flickering torch. He might try this for one player (just turn off the display ever other frame) and see how it looks. If i...
by Chilly Willy
Wed Feb 06, 2019 1:19 am
Forum: Mega/SegaCD
Topic: Interest in a custom FMV format?
Replies: 8
Views: 468

Re: Interest in a custom FMV format?

Something like that might do better with an "old school" format, like the old Amiga ANIM formats. Those stored the first two frames, then the difference between the next frame and the second to last frame (for screen flipping). If not much is changing, formats like that look good and compress decent...
by Chilly Willy
Mon Feb 04, 2019 10:21 pm
Forum: Collaboration
Topic: dragonbox.de cartridge production service
Replies: 6
Views: 1206

Re: dragonbox.de cartridge production service

Nice! Now that is a proper MD homebrew cart. 8)

The price is also good. Competitive with krikzzz's FlashKit despite having level shifters.
by Chilly Willy
Sun Feb 03, 2019 1:03 am
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 397

Re: Interlaced rendering?

Yep. When you draw the next frame, you'd be interlacing with the frame before last, not the last frame. Some old codecs are designed around double buffers - they have the differences between the next frame and the frame before last for just that very reason.
by Chilly Willy
Sun Feb 03, 2019 1:00 am
Forum: Mega/SegaCD
Topic: Interest in a custom FMV format?
Replies: 8
Views: 468

Re: Interest in a custom FMV format?

Yeah. I've been working on a 32X RoQ player for the CD32 for a while when I get time. I made my own custom build of ffmpeg where I added bit rate management for RoQ format. If you think it's slow encoding normally, try needing to retry frames to adjust the bit rate. :lol: I did a RoQ player for the ...
by Chilly Willy
Sat Feb 02, 2019 4:55 pm
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 397

Re: Interlaced rendering?

The first 512 words of the framebuffer are word offsets into the framebuffer for each line (only 224 entries used for NTSC, and 240 entries for PAL if you enable the 240 tall mode). Using this table, you can easily do effects like scrolling and a certain level of scaling (vertical scaling only). And...
by Chilly Willy
Sat Feb 02, 2019 4:46 pm
Forum: Mega/SegaCD
Topic: Interest in a custom FMV format?
Replies: 8
Views: 468

Re: Interest in a custom FMV format?

Pretty much. RoQ allows a block to be copied from the previous frame at the same position -7 to +8 pixels horizontally and vertically (one byte that would have been a codebook index is now two 4 bit motion vectors). It only allows it on 8x8 blocks. 4x4 and 2x2 blocks aren't motion estimated. A 4x4 b...
by Chilly Willy
Sat Feb 02, 2019 1:42 am
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 397

Re: Interlaced rendering?

On my Yeti3D demo, I draw two pixels at once for half the horizontal resolution, but even more tricky, I use the line table for double lines for half the vertical resolution. That really improved the speed. Just store the same line start value for two lines before incrementing to the next line in me...