Search found 432 matches

by Miquel
Sat Mar 30, 2019 11:49 am
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 33
Views: 2576

Re: Help scale and rotation sega genesis

danibus wrote:
Sat Mar 30, 2019 9:35 am
When gasega68k said 64KB external ram.... Which Ram? In cartridge?
He uses the save ram on the cartridge (64 KB, words) to store the virtual map. Most emus give you that by default.
by Miquel
Sat Mar 30, 2019 8:52 am
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 33
Views: 2576

Re: Help scale and rotation sega genesis

Ok, gasega68k just explained it on his first post, really silly of me to not read it :(. So that’s how a mode7 can be accomplished: - Use HINTs to crop the screen a little. -> You have around 7KB of bandwidth on vertical display retrace 60hz, but with the decrease screen size you obtain more. Don’t ...
by Miquel
Fri Mar 29, 2019 5:46 pm
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 33
Views: 2576

Re: Help scale and rotation sega genesis

@Cristiano Sword check this: viewtopic.php?f=8&t=1959&hilit=kart is what you want.

But I don't fully understand how is done, if somebody knows, feel free to tech me. Basically I don't get how he picks tiles, and then 2 pixels in a fast way.
by Miquel
Wed Mar 27, 2019 4:25 pm
Forum: Megadrive/Genesis
Topic: Space Herrier II and The Sprite Scanline Limit
Replies: 11
Views: 687

Re: Space Herrier II and The Sprite Scanline Limit

Actually is not that easy to reach the 20 sprite limit on a actual game . This isn't NES where you have to think about it constantly. Probably you will hit cpu performance and playabylity problems before. But in the case you can use the same "techniques" developed on NES to circumvent such problems....
by Miquel
Tue Mar 19, 2019 3:47 am
Forum: SGDK
Topic: SGDK and MD details, limitations...
Replies: 11
Views: 643

Re: SGDK and MD details, limitations...

May be... as far as I understand it is the VS process itself who talks to the Windows kernel, but perhaps there are other ways to debug, I don't know.
by Miquel
Mon Mar 18, 2019 2:32 am
Forum: SGDK
Topic: SGDK and MD details, limitations...
Replies: 11
Views: 643

Re: SGDK and MD details, limitations...

I don't think you are going to fill 32K of global variables on a reasonable MD game. Not even close. Commercial games use the first 32KB for the map, and then the next 32KB, taking advantage of short addressing, for the rest: buffering, global variables, character array and stack. 2) "s8" and "signe...
by Miquel
Thu Feb 28, 2019 3:08 pm
Forum: Demos
Topic: Star J - new SHMUP for Genesis
Replies: 20
Views: 5507

Re: Star J - new SHMUP for Genesis

Good luck with your release!
(Also think about the non-European market)
by Miquel
Wed Feb 27, 2019 11:27 am
Forum: Video Display Processor
Topic: Question about 512 colors in TITAN demo
Replies: 3
Views: 685

Re: Question about 512 colors in TITAN demo

Palettes are an independent element, so it works for whatever element choses it, sprites and both planes alike.
by Miquel
Tue Feb 12, 2019 11:07 pm
Forum: Demos
Topic: Ninja Mitsuo - platformer game with SGDK
Replies: 7
Views: 968

Re: Ninja Mitsuo - platformer game with SGDK

Ok, let’s prepare comfy chairs because this is a potential winner, I can see that. But there is something I have to mention; in this darker approach you have taken now, main character is barely visible: you need contrast colors there. Also the animation when striking is unnatural, with dynamic loadi...
by Miquel
Wed Feb 06, 2019 4:16 pm
Forum: SGDK
Topic: Circular Transparency
Replies: 5
Views: 528

Re: Circular Transparency

What Sik is telling you is: For 1 player: Just create the opaque plus transparent circle on plane A once, then just move plane accordingly with player movement for every frame. For 2 players: you need to recreate the plane creating two holes FOR EACH FRAME. Now, my saying, if you go for this techniq...
by Miquel
Sun Feb 03, 2019 12:23 am
Forum: Cartridge
Topic: Sega Genesis > Arduino Comunication
Replies: 4
Views: 997

Re: Sega Genesis > Arduino Comunication

You can expose pins provided by the arduino in some range of addresses, that works for sure, but you have to provide a decoder in the cartridge. Also you can use any of the 3 or 2 controller ports as interface. And perhaps toying with the DTACK signal on the cartridge port you can even exchange the ...
by Miquel
Sat Feb 02, 2019 1:46 pm
Forum: Super 32X
Topic: Interlaced rendering?
Replies: 9
Views: 1442

Re: Interlaced rendering?

Chilly Willy wrote:
Sat Feb 02, 2019 1:42 am
I use the line table for double lines for half the vertical resolution. That really improved the speed. Just store the same line start value for two lines before incrementing to the next line in memory.
That "line table", I assume is a thing in the 32X hardware, correct?
by Miquel
Mon Jan 28, 2019 3:31 pm
Forum: SGDK
Topic: Need fast tile-rendering
Replies: 13
Views: 1027

Re: Need fast tile-rendering

and still getting 60 FPS is definitely not easy, just to fill the map randomly. Here: http://gendev.spritesmind.net/forum/viewtopic.php?f=22&t=2892 I do exactly that, and while it takes an appreciable chunk of cpu time, still there is at least 50% of time free. Probably about 60-80%, I don't really...
by Miquel
Thu Jan 24, 2019 2:33 pm
Forum: SGDK
Topic: Need fast tile-rendering
Replies: 13
Views: 1027

Re: Need fast tile-rendering

Accessing VDP during display time is slow since CPU is blocked until VDP has a free time slice.
by Miquel
Sat Jan 19, 2019 4:12 am
Forum: Video Display Processor
Topic: Help scale and rotation sega genesis
Replies: 33
Views: 2576

Re: Help scale and rotation sega genesis

Do you really need it? I mean, making these effects will increase the playability of your game? That’s the first question you must address first. I get it, in the 16bit generation the kind of raster effects were a novelty and everybody in games industry loves new shinny things. However, time has pas...