Search found 856 matches

by Sik
Sun Apr 13, 2008 3:24 pm
Forum: Demos
Topic: Ninja Fight
Replies: 20
Views: 11364

your game works perfectly on MD YAY! :D and I can't understand your ASM code... and I don't know C.... Jump code: if the player is on the floor (player's Y = floor's Y) and the up button is pressed, jump (set a negative gravity). Gravity code: first increase player's Y according to the current grav...
by Sik
Sun Apr 13, 2008 2:02 pm
Forum: Demos
Topic: Ninja Fight
Replies: 20
Views: 11364

That game demo looks nice. I think the jumping bug is some stupid Bxx error.... my particle stuff did all kinds of weirdnesses until I found that one Bxx was wrong :) But then again, I have no idea how your stuff is written so..... anyway good luck. This is the only piece of code that has to do wit...
by Sik
Sat Apr 12, 2008 9:26 pm
Forum: Demos
Topic: Ninja Fight
Replies: 20
Views: 11364

BIOS hack? (remember the BIOS initializes the VDP by its own, also it writes a bit of stuff to RAM (exactly at $FFC000) to be able to do the bank switching properly). Actually I don't care, I write to all the registers :P Anyways, that may be the cause of the warning in KMod. I just know absolutely ...
by Sik
Sat Apr 12, 2008 8:53 pm
Forum: Demos
Topic: Ninja Fight
Replies: 20
Views: 11364

Wow :D Sweet! :D Haha, i like the perfectionism of the line scrolling background, fake dithered shadow and more ! :D Er, tile scrolling background :P Through the dithered shadow is a good one. Also check how it blinks. I actually figured it out by myself, but later I found out Gunstar Heroes uses t...
by Sik
Sat Apr 12, 2008 8:49 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

And you're wrong too, what you mean with "interrupt 3" is "interrupt request 3" (IRQ3). Interrupt and exception are the same thing in this case. People tend to say interrupt when talking about an expected trigger and exception when talking about an unexpected one (errors), but they're interchangeab...
by Sik
Sat Apr 12, 2008 7:46 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

And you're wrong too, what you mean with "interrupt 3" is "interrupt request 3" (IRQ3). Interrupt and exception are the same thing in this case. People tend to say interrupt when talking about an expected trigger and exception when talking about an unexpected one (errors), but they're interchangeabl...
by Sik
Sat Apr 12, 2008 7:25 pm
Forum: Demos
Topic: Ninja Fight
Replies: 20
Views: 11364

Ninja Fight

Oh, well, here I go: http://srb2town.sepwich.com/junk/nfight.bin Very early prototype for a fighting game. Through for now you can only walk and "jump" (the jumping code doesn't do what it should, try to jump and you'll see :P). Also there's only one character, through both players already work (use...
by Sik
Sat Apr 12, 2008 7:19 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

No need to disassembly :P ;---------------------------------------------------------------------------- ;--------------------------; ; Initializes both players ; ;--------------------------; InitPlayers: movem.l d0-d1/a0-a1, -(sp) ;------------------------------------; ; Where the player data is sto...
by Sik
Sat Apr 12, 2008 4:51 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

First off, you're doing a word write to an odd address, which is in the subroutine at $0002F0 (right after the main loop). Specifically, here: 00032A : 30fc 0011 : move.w #0x0011, (a0)+ ; a0 = 00ff038e 00032E : 10fc 0080 : move.b #0x80, (a0)+ ; a0 = 00ff0390 000332 : 30fc 0000 : move.w #0x0000, (a0...
by Sik
Fri Apr 11, 2008 6:23 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

Ok, here it is. 0x00ff0391 ori.b $#0, d0 It seems to be no where.AamirM WTF, how did PC reach there?! The game never runs code from RAM. Also, ori.b #0, d0 is $0000 there, right? Because as far as I know, that very same instruction is the one that causes 3D games to crash in Genecyst (I wonder why ...
by Sik
Fri Apr 11, 2008 5:12 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

Some more remarks: Whenever you find it put here the piece of code that belongs to it. If you find it inside a bunch of subroutines that access to VDP (a lot of them unused), I know where it is :P If you find it in code that reads the joypad... then what I've heard about NBA Jam 96 being able to acc...
by Sik
Fri Apr 11, 2008 5:03 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

Well, I don't like to deliver bad news but your program will not run on a real Genesis. That is because your program is generating an address exception. If I turn it off the address exception emulation then it will run just fine. So there is just another example that Regen is more accurate than Keg...
by Sik
Thu Apr 10, 2008 6:40 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

EDIT: I've just made a program that crashes on Regen. It works on Fusion... and nothing else D: It used to work in Regen before through, so no idea what's up. Trust me, I don't do anything strange :/ http://srb2town.sepwich.com/junk/nfight.bin Somebody confirm if this works on the real hardware any...
by Sik
Thu Apr 10, 2008 5:07 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

Anyways I notice that the sound plays like cut, as if Regen wasn't fast enough to feed the system (with Turbo turned off already, that is). Well, that is really the case. In v0.77 DirectSound code was modified to keep the write position always ahead of play position even if it had to skip some samp...
by Sik
Thu Apr 10, 2008 4:18 pm
Forum: Regen
Topic: Old Regen pages
Replies: 547
Views: 254821

Windowed mode: 272 FPS Full screen mode: 177 FPS Hey, that isn't normal o_o' Oh, yeah, full screen has a bigger resolution... Make Regen to be able to set a different resolution when going full screen. Also, test with maximum settings: Windowed mode: 203 FPS Fullscreen mode: 132 FPS Anyways I notic...