Search found 95 matches

by themrcul
Wed Apr 19, 2017 1:27 pm
Forum: SGDK
Topic: ROM vs RAM
Replies: 2
Views: 968

Re: ROM vs RAM

Hi Grind, Thanks so much for your detailed reply. That would explain why the code didn't crash and worked! I am building my own sprite engine, so I'm sorry I likely created confusion talking about SpriteDefinition's - that's the name of one of my structs that holds sprite animation info data. Depend...
by themrcul
Wed Apr 19, 2017 9:22 am
Forum: SGDK
Topic: ROM vs RAM
Replies: 2
Views: 968

ROM vs RAM

Hi all, I'm sorry to ask what is probably such a stupid question, but I am very new to all this! I am wondering what the rules around modifying global variables in code are. I have set up a synthetic test which declares a string in global space like this: Input.c: char variable[] = "blah"; Then late...
by themrcul
Tue Apr 18, 2017 10:19 pm
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 6738

Re: Paprium and it's sound engine

Dumb question, but there is no way the game can tell if it is playing on a Model 1 vs Model 2, let alone whether it is on a VA0/1 or VA3/4 is there?

Otherwise there would have to be an option in game to change the volume of the sound chip relative to the rest of the console... that's unfortunate...
by themrcul
Mon Apr 10, 2017 1:29 am
Forum: Announcement
Topic: Future of SpritesMind
Replies: 38
Views: 16981

Re: Future of SpritesMind

I am at least glad this place is still here, and I want to thank all who have made it happen. Without it, I wouldn't have began my journey to make Mega Drive games. While I am newish to the scene and the forum, I sincerely hope nothing happens to close it, and was shocked when the forum disappeared ...
by themrcul
Thu Apr 06, 2017 1:15 pm
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 6738

Re: Paprium and it's sound engine

I have no idea - I wish I knew! If I were to implement something though, that is what I would do I think. Separate ROM for the extra microcontroller. More space in the 32MBit rom for the rest of the game, frees up the Z80 more and could be seen as an anti-piracy feature. If you don't use the real ca...
by themrcul
Wed Apr 05, 2017 10:46 pm
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 6738

Re: Paprium and it's sound engine

Yeah, I've just read through some threads dating back to 2012 about putting custom chips onto MD carts for extra features, namely fast mults and divides, trig, rotation/scaling, decompression, etc. From my perspective, I wouldn't want to deviate too far from what the original Mega Drive was capable ...
by themrcul
Mon Apr 03, 2017 3:48 am
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 6738

Re: Paprium and it's sound engine

Hi Flygon, thanks for taking the time to reply! So the Audio In on the cartridge pins, is actually an audio output from the cartridge into the console? Not the other way round? I assumed it was the audio generated on the Mega Drive sent to the cartridge over those pins, but it is there for audio to ...
by themrcul
Mon Apr 03, 2017 3:29 am
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 6738

Paprium and it's sound engine

Hi all, Most of you would be aware of Watermelon's announcement of Paprium for our beloved Mega Drive. While reading through it's webpage I noticed two things that I found very interesting about the game. Firstly, is the large ROM size - 80MEG. I assume they are using bank switching ala SSF2 to achi...
by themrcul
Wed Feb 01, 2017 9:32 pm
Forum: Demos
Topic: Z-team - Unofficial Port - Ocean Beach Volley, Barbarian (Psygnosis), IK +, ROx Zero
Replies: 6
Views: 5961

Re: Z-team - Unofficial Port - Ocean Beach Volley, Barbarian (Psygnosis), IK +, ROx Zero

Great work guys, all of those games look great so far! Looking forward to playing them one day - all of them!
by themrcul
Wed Jan 11, 2017 11:20 am
Forum: SGDK
Topic: Problems with Highlight Shadow Mode
Replies: 7
Views: 2702

Re: Problems with Highlight Shadow Mode

Thank you Mask for that informative reply.
That explains why I haven't seen more games use highlight/shadow mode!

So with sprites, the best that can be done is per-tile shadowing using the low priority flag. Disappointing, but understandable! :(

Thanks again Mask. :)
by themrcul
Wed Jan 11, 2017 4:14 am
Forum: SGDK
Topic: Problems with Highlight Shadow Mode
Replies: 7
Views: 2702

Re: Problems with Highlight Shadow Mode

Using the Kega Fusion Emulator has the same result as real hardware, so I will show screenshots of Kega Fusion below: Using colour index 14 is the same as Gens, it produces a blue colour as per the palette loaded in palette slot 4. Using colour index 15 to highlight or index 16 to shadow appears to ...
by themrcul
Wed Jan 11, 2017 4:10 am
Forum: SGDK
Topic: Problems with Highlight Shadow Mode
Replies: 7
Views: 2702

Problems with Highlight Shadow Mode

Hi all, Now that I have scrolling working in my little engine I am experimenting with Mega Drive graphics before I make plans for a game. I am planning on a top/down game, so using highlight/shadow mode is a possibility! However, from copious reading of the docs (one at https://emudocs.org/Genesis/G...
by themrcul
Wed Jan 11, 2017 3:48 am
Forum: SGDK
Topic: Scrolling Map Demo
Replies: 14
Views: 3288

Re: Scrolling Map Demo

This is just a note to thank kcowolf for releasing his scrolling code. I worked for days to get my version working, and in the end it only worked 4-ways. If I scrolled in both horizontal and vertical directions, after a few frames some rows/columns would mess up. Anyway after implementing kcowolf's ...
by themrcul
Fri Dec 09, 2016 12:16 pm
Forum: SGDK
Topic: 50/60Hz Speed Differences
Replies: 3
Views: 1294

Re: 50/60Hz Speed Differences

Thanks guys, that's really helpful. I'll post again when I have something to share!
by themrcul
Thu Dec 08, 2016 3:33 am
Forum: SGDK
Topic: 50/60Hz Speed Differences
Replies: 3
Views: 1294

50/60Hz Speed Differences

Hi peeps, I have genuinely searched/scoured the forums to try to find the answer, but I haven't yet, and would really appreciate some advice before delving into my first MD SGDK project! I live in a PAL region, so getting the PAL version of a game running at the correct speed as the NTSC version is ...