Search found 2494 matches

by Chilly Willy
Sun Dec 10, 2017 4:04 pm
Forum: SGDK
Topic: Transparency on the same Plane, via Tiles
Replies: 8
Views: 274

Re: Transparency on the same Plane, via Tiles

If you need three layers, a common technique is to use some sprites as one of the layers. Depends on what else you're using the sprites for, and how many.
by Chilly Willy
Tue Dec 05, 2017 10:14 pm
Forum: SGDK
Topic: Transparency on the same Plane, via Tiles
Replies: 8
Views: 274

Re: Transparency on the same Plane, via Tiles

I don't think philosophy fits in the question. :D A and B are different planes, so writing one type of tile to A and another to B and having both show is just how dual-plane graphics work. Writing one tile to B, and then another tile to the same place in B is merely setting B to the second tile. The...
by Chilly Willy
Tue Dec 05, 2017 10:07 pm
Forum: Demos
Topic: Papi Commando RELOAD !! *SgdK* - Megadrive
Replies: 57
Views: 2886

Re: Papi Commando RELOAD !! *SgdK* - Megadrive

Now you're just showing off! :D
by Chilly Willy
Sat Nov 25, 2017 3:50 am
Forum: Demos
Topic: Papi Commando RELOAD !! *SgdK* - Megadrive
Replies: 57
Views: 2886

Re: Papi Commando RELOAD !! *SgdK* - Megadrive

Yeah, that looks good. Good to hear grenade chuckers are in the works. :D
by Chilly Willy
Fri Nov 24, 2017 3:25 pm
Forum: Mega/SegaCD
Topic: Mojon Twin's VANE - Visual Novel Engine for SEGA Mega CD in BEX
Replies: 2
Views: 178

Re: Mojon Twin's VANE - Visual Novel Engine for SEGA Mega CD in BEX

Neat! Now we have two visual novel tools - one for 32X, and one for the SCD. Interesting that this one uses BEX,
by Chilly Willy
Thu Nov 23, 2017 3:57 pm
Forum: Demos
Topic: Papi Commando RELOAD !! *SgdK* - Megadrive
Replies: 57
Views: 2886

Re: Papi Commando RELOAD !! *SgdK* - Megadrive

I don't know how you do it, but each video gets a little better. :D Do you have any plans for the enemy to use grenades? They use guns and machine guns, so it makes me wonder why you don't occasionally get a grenade lobbed your way.
by Chilly Willy
Wed Nov 22, 2017 12:55 am
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 26
Views: 3334

Re: VN32X - A tool to make visual novels for the 32X

Cool. Between those changes and the previous fix for input lag, you have a solid platform for certain types of games like visual novels.
8)
by Chilly Willy
Fri Nov 17, 2017 6:20 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 784

Re: Sprite List Code Messed Up

Does it ?? It works only if both pointer are aligned on word address (even address), otherwise --> BUS error. It checks for things like alignment and length before using the long code. If either pointer can't do a long read or it's not at least a long worth of bytes, it does a byte move. It does NO...
by Chilly Willy
Thu Nov 16, 2017 3:59 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 784

Re: Sprite List Code Messed Up

Good point. Maybe there should be a thread on 68000 gcc optimizations and what versions they're good for. Things like the while (i--), or that gcc 7 with -Ofast will store longs when it can instead of bytes in a loop like this: for (x=0; x<w; x++) *dp++ = *sp++; where dp and sp are both uint8_t poin...
by Chilly Willy
Wed Nov 15, 2017 4:13 pm
Forum: Demos
Topic: Papi Commando RELOAD !! *SgdK* - Megadrive
Replies: 57
Views: 2886

Re: Papi Commando RELOAD !! *SgdK* - Megadrive

Woah, that's an awesome way to start a level! :o :D
by Chilly Willy
Wed Nov 15, 2017 4:06 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 784

Re: Sprite List Code Messed Up

Page 8-6 of the 68000 user manual clearly states that clr.l reg takes 6 cycles. It's been well known for a long time that moveq #0,d0 is faster than clr.l d0. You only use clr when you need to only clear a byte or word and need the upper bits to remain unchanged. And yes, gcc is a terrible way to le...
by Chilly Willy
Tue Nov 14, 2017 6:13 pm
Forum: Megadrive/Genesis
Topic: Best way to manage sprites
Replies: 8
Views: 388

Re: Best way to manage sprites

There are still some oooooooold compilers for the 68000 on for DOS/Windows, Amiga, and Atari ST. If you don't want a compiler that will need an emulator (or a 20-something year-old machine) to run, go with gcc. :lol: As for the gcc 680x0 ABI, all parameters are pushed as longs on the stack, preceded...
by Chilly Willy
Sat Nov 11, 2017 4:11 am
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 784

Re: Sprite List Code Messed Up

You got inconsistent size problems everywhere. First you're moving bytes, move.b (sprite_count), d5 ; sprint count in d5 move.b d5, d6 ; d6 is used to calculate the sprite table offset cmp.b #80, d5 then you're dealing with them as a different size not knowing what was in the upper parts of the regi...
by Chilly Willy
Thu Nov 09, 2017 10:55 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 784

Re: Sprite List Code Messed Up

Code: Select all

lsl.b #$03, d6
The shift size is too small. If d6 is more than 31, it'll overflow the byte. Make that lsl.w.
by Chilly Willy
Tue Nov 07, 2017 4:06 pm
Forum: Super 32X
Topic: "The Question" ported to 32X
Replies: 19
Views: 708

Re: "The Question" ported to 32X

That's really weird; AFAIK, there's no routine on the engine that would reach beyond the size of the compiled code. Taking a guess: when the setting is set to HW, it'll get confused if the ROM has a weird size and end up trimming part of the end of the ROM (and mirror everything before that). Then ...