Search found 2552 matches

by Chilly Willy
Thu May 24, 2018 8:26 pm
Forum: Super 32X
Topic: Glide 32X
Replies: 8
Views: 405

Re: Glide 32X

Note that it's possible the slow down comes from elsewhere, e.g. screwing up how you're doing the pixel writes to the framebuffer. So you need to check out that stuff first if you ever want to try again. I remember writing a sprite blitting engine for the 32X once that I think was severely bottlene...
by Chilly Willy
Sun May 20, 2018 1:14 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 140
Views: 6214

Re: Unnamed "ninja" game (Dev Diary thread)

Looks like an odd address error. Be sure all your data and code is on word boundaries at the least. This can commonly happen when you have strings in the rom and aren't careful about alignment of what is after them. Strings have a 50/50 chance of being odd lengths, so always align after strings and ...
by Chilly Willy
Sun May 20, 2018 1:17 am
Forum: SGDK
Topic: Sega mouse no longer supported?
Replies: 1
Views: 50

Re: Sega mouse no longer supported?

The mouse was rolled into the joystick support a LOOOOONG time ago. Just use JOY_setEventHandler() and you'll get any type of controller plugged into the port. There are functions to determine the type of device you're getting data from so that you can handle the differences, where applicable. You m...
by Chilly Willy
Sat May 19, 2018 2:06 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 140
Views: 6214

Re: Unnamed "ninja" game (Dev Diary thread)

But I let him do whatever, and it turned out just marvelous. Yes, he did a great job on the cover art. My character don't shoot laser from the chest (although, it would be soooo cool), but from the whole face. :) Ah - so it's also kinda like the assaultron from Fallout 4. It reminded me of that a l...
by Chilly Willy
Thu May 17, 2018 2:46 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 140
Views: 6214

Re: Unnamed "ninja" game (Dev Diary thread)

Nice update! Lots of new info and pics. Like the cover - very much like original SEGA covers.
by Chilly Willy
Thu May 17, 2018 2:42 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 778

Re: Game loops and Vertical Blank interupts

Disabling the vblank interrupt from the VDP itself (i.e. register $81xx) has the same delaying effect as masking it away with SR (i.e. it's not discarded). So yes, you can disable vblank without disabling hblank. The implication of the above is that if you're enabling them for the first time then y...
by Chilly Willy
Thu May 17, 2018 1:25 pm
Forum: SGDK
Topic: Pathfiding grid 16x16
Replies: 6
Views: 119

Re: Pathfiding grid 16x16

Sik wrote:
Thu May 17, 2018 12:16 am
By the way, how are you using that value? Because if it's just to compare values, then just use their Manhattan distance (basically: abs(x2-x1) + abs(y2-y1)). It's less accurate, but it'll do the job.
Yeah - taxicab geometry is the way to go on old consoles. 8)
by Chilly Willy
Thu May 17, 2018 1:21 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 778

Re: Game loops and Vertical Blank interupts

Yeah, I was going to mention that any time you write data to a structure (like a queue) that is read from an int, you NEED to disable ints while setting it, not just rely on "indivisible" instructions. Learned a lot about that while working on the Amiga. You don't need to fully disable ints in some ...
by Chilly Willy
Thu May 17, 2018 12:00 am
Forum: SGDK
Topic: Pathfiding grid 16x16
Replies: 6
Views: 119

Re: Pathfiding grid 16x16

One big piece of advice: don't use DOUBLE-PRECISION FLOATING POINT in anything you do on the MD! Don't use float at all! That's crazy on a plain 68000. You simply can't get any speed at all.
by Chilly Willy
Tue May 15, 2018 1:54 am
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 778

Re: Game loops and Vertical Blank interupts

You also need some protection around that code in the vblank to keep from getting recursion in the vblank int. Set a flag before changing the sr, and in the vblank routine, just do the dma and exit if the flag is set. The code after the game loop should clear the flag.
by Chilly Willy
Thu May 10, 2018 1:38 pm
Forum: Super 32X
Topic: Glide 32X
Replies: 8
Views: 405

Re: Glide 32X

The best old-school renderer articles were by Chris Hecker for GDM. You can find them one his web site here: http://chrishecker.com/Miscellaneous_Technical_Articles This is rather close to how quads are rendered in Yeti3D, but the affine loops are in C. I've always intended to go back into my Yeti3D...
by Chilly Willy
Sat May 05, 2018 5:21 pm
Forum: Megadrive/Genesis
Topic: Random special effects pics
Replies: 6
Views: 386

Re: Random special effects pics

Very nice old-school effects! I especially like the scaling - just three sizes, but it looks like more.
by Chilly Willy
Thu May 03, 2018 1:59 pm
Forum: Demos
Topic: two cyclops
Replies: 5
Views: 316

Re: two cyclops

Not bad. A little simple, but simple games can be fun. :D
by Chilly Willy
Mon Apr 30, 2018 3:26 pm
Forum: Megadrive/Genesis
Topic: How to do binary OR for gas/as?
Replies: 10
Views: 393

Re: How to do binary OR for gas/as?

Unless otherwise specified for a platform, the standard gas syntax is as follows:

https://sourceware.org/binutils/docs/as ... Prefix-Ops
https://sourceware.org/binutils/docs/as ... #Infix-Ops
by Chilly Willy
Sat Apr 28, 2018 10:18 pm
Forum: Hardware
Topic: Some questions about Saturn HW
Replies: 18
Views: 954

Re: Some questions about Saturn HW

Look at page 87 of the VDP1 manual. There are two figures (6.10 a and b) showing how end codes work. It's pretty easy to work out from the figures where the description is kinda hard to follow. Pretty much, the first "end" code tells where to start drawing, and the second end code tells where to sto...