Search found 53 matches

by flamewing
Wed Jun 07, 2017 7:39 pm
Forum: Megadrive/Genesis
Topic: Monster World IV [T-de]
Replies: 25
Views: 11305

Re: Monster World IV [T-de]

Regarding weapons, armor and shield: Weapons have 3 properties: damage (done on every hit), magic damage (done every N hits) and magic damage hit counter (either 0 to disable or the N above). After you kill 100 enemies with a given sword, it will do magic damage every 3 hits instead. Shields have a ...
by flamewing
Wed Jun 07, 2017 10:37 am
Forum: Megadrive/Genesis
Topic: Monster World IV [T-de]
Replies: 25
Views: 11305

Re: Monster World IV [T-de]

[*]Is there a difference on taking damage when wearing different armors or are armors just affecting the amount of red hearts? They just change the number of red hearts, IIRC; I will double check it, but I am almost 100%sure of this one. Oh, and there is the debug armor, which allows changing Pepe'...
by flamewing
Wed Jun 07, 2017 9:36 am
Forum: Megadrive/Genesis
Topic: Monster World IV [T-de]
Replies: 25
Views: 11305

Re: Monster World IV [T-de]

Hm, I never tried it in paths with spaces; will see about fixing it.
by flamewing
Tue Jun 06, 2017 9:59 pm
Forum: Megadrive/Genesis
Topic: Monster World IV [T-de]
Replies: 25
Views: 11305

Re: Monster World IV [T-de]

If it serves as consolation, I also spent countless hours in the partial disassembly I have... and there is still a LOT of stuff to do. There are several different kinds of script that the game uses, and most of which I haven't decided on full yet; the is a threading mechanism which is a pain to mak...
by flamewing
Tue Jun 06, 2017 9:09 pm
Forum: Megadrive/Genesis
Topic: Monster World IV [T-de]
Replies: 25
Views: 11305

Re: Monster World IV [T-de]

Here it is . Some of my notes: All MW4 scripts share a common opcode block: opcodes $E0 to $FF are the same for nearly all scripts (there are a few exceptions). Scripts for different purposes add additional opcodes, typically in the $00-$1F range. The common opcode block is as follows: $E0: Crash $...
by flamewing
Tue Jun 06, 2017 5:23 pm
Forum: Megadrive/Genesis
Topic: Monster World IV [T-de]
Replies: 25
Views: 11305

Re: Monster World IV [T-de]

I will see about updating it and adding a release; there are some files that need to be generated with the build script in order the script to work (and the script is Unix-only).
by flamewing
Tue Jun 06, 2017 12:18 pm
Forum: Megadrive/Genesis
Topic: Monster World IV [T-de]
Replies: 25
Views: 11305

Re: Monster World IV [T-de]

I can help a lot with this, since I have been disassembling this game (I started with the original Japanese version, but then swapped to the nearly identical virtual console multilingual version). I won't be able to help right away because I just moved to France and an still getting settled in; but ...
by flamewing
Fri Jun 02, 2017 6:07 am
Forum: Megadrive/Genesis
Topic: Please help consolidate Megadrive info for pixel artists
Replies: 11
Views: 3744

Re: Please help consolidate Megadrive info for pixel artists

So that you can crop 32px from each side of the screen, and render the scene for 4:3 displays using the 256-wide mode. You use the exact same art assets for both 4:3 and 16:9 modes. Compatibility with both types of TV. Or so the theory goes. At least as far as of consoles go, the "theory" is wrong ...
by flamewing
Wed May 31, 2017 5:45 am
Forum: Megadrive/Genesis
Topic: Please help consolidate Megadrive info for pixel artists
Replies: 11
Views: 3744

Re: Please help consolidate Megadrive info for pixel artists

The VDP takes the same amount of time to render both 256 and 320 pixel lines. This means that if you draw in 256 pixel width and stretch to 320 pixels (keeping the same height), you will get the right results. Drawing anamorphic images (if your program supports it) will also work, and will allow you...
by flamewing
Tue Apr 18, 2017 8:56 pm
Forum: Megadrive/Genesis
Topic: 68000 programming optimization tips? (for speed)
Replies: 28
Views: 13966

Re: 68000 programming optimization tips? (for speed)

addq.w #2, a0 ← 4 cycles addq.l #2, a0 ← 8 cycles subq.w #2, a0 ← 8 cycles subq.l #2, a0 ← 8 cycles ¯\(º_o)/¯ That is a known error in PRM and derived sources. Hardware measurements and microcode analysis both show that the first addq is also 8 cycles. The better source of cycle information for the...
by flamewing
Tue Apr 18, 2017 8:09 pm
Forum: Megadrive/Genesis
Topic: 68000 programming optimization tips? (for speed)
Replies: 28
Views: 13966

Re: 68000 programming optimization tips? (for speed)

But as one example, you should try post-incrementing with the address registers instead of pre-decrementing since post-inc is faster. Might seem like a useless optimization, unless you use a similar pre-dec routine every frame to iterate through something. .Clear: move.l D0, -(A0) ; pre decrement d...
by flamewing
Thu Apr 06, 2017 7:44 pm
Forum: Megadrive/Genesis
Topic: 32-bit integer to string routine
Replies: 10
Views: 2946

Re: 32-bit integer to string routine

Huuuh, you merged the third and fourth iterations into one (it's going straight from two bytes to four bytes). That means you took way too many bits in that one iteration and made its table much larger than it should have been (not to mention many of those values using up four bytes when they shoul...
by flamewing
Thu Apr 06, 2017 2:19 am
Forum: Megadrive/Genesis
Topic: 32-bit integer to string routine
Replies: 10
Views: 2946

Re: 32-bit integer to string routine

I'm surprised you optimized my BCD routine without doing the look-up stuff on that one even though I mentioned that =P the idea being processing multiple bits together (which is precisely where I slacked off... I need to get that sorted out some day). Converting from 0 to 63 requires only one BCD b...
by flamewing
Sun Apr 02, 2017 12:04 am
Forum: Megadrive/Genesis
Topic: 32-bit integer to string routine
Replies: 10
Views: 2946

Re: 32-bit integer to string routine

Here is my contribution to this topic: I am presenting 3 routines to do packed BCD conversion of a 32-bit unsigned integer. They pick up the number at d7 and store the packed BCD representation at the buffer at a6. Why doing integer to packed BCD? Well, because (1) this is the slow part on all code ...
by flamewing
Fri Mar 31, 2017 11:57 pm
Forum: Megadrive/Genesis
Topic: Undefined behavior for ABCD and SBCD
Replies: 36
Views: 20936

Re: Undefined behavior for ABCD and SBCD

Here is the test ROM source.

Yes, I know, AS and all. It works.