Search found 256 matches

by tomaitheous
Fri Jan 03, 2014 2:31 am
Forum: Sound
Topic: Multiple PCM channels.
Replies: 12
Views: 8300

Why limit yourself to 4bit channels? 7bit+7bit=8bit. Or 6bit+6bit+6bit+6bit=8bit. I mean, that assumes you don't want to waste cycles on clipping detection. You're not multiplying a 4bit channel with another channel; you're accumulating them. Unless I missed something here, and you want to use 4bit ...
by tomaitheous
Wed Dec 25, 2013 6:45 am
Forum: Demos
Topic: overdrive
Replies: 42
Views: 16854

Very nice. So when's the next demo gonna be released??? :D
by tomaitheous
Wed Dec 25, 2013 6:30 am
Forum: Blabla
Topic: HuC6280 vs 68000?
Replies: 8
Views: 4589

Ouu.. this is a sore topic. I hope I don't catch any flack for this ;>_> Currently, C (small C) completely SUCKS on the PC-Engine. Not only are a lot of functions ridiculously slow (both internal to the compiler and to the external library. And it's in ASM!) - comes with a lot of limitations. And th...
by tomaitheous
Sat Sep 21, 2013 2:03 pm
Forum: Megadrive/Genesis
Topic: Just how common is it... (coding question)
Replies: 3
Views: 1872

Some NES games are like this as well (I think the first SMB game is like this).
by tomaitheous
Mon Jun 17, 2013 5:58 pm
Forum: Megadrive/Genesis
Topic: Graphics Compression Formats
Replies: 47
Views: 18000

15, 980Kb? I'm assuming you mean ram. I can't imagine the code/decompressor taking up that much rom space. It's no where near that on the 65x version for code length. I've used aplib, packfire, and pucrunch for 65x and they are all within range of each other. I was working on an 8k compo and packfir...
by tomaitheous
Wed Nov 07, 2012 1:34 am
Forum: Video Display Processor
Topic: Possible to change Palette Number on Tiles/Sprites ??
Replies: 8
Views: 4380

Well, the Genesis/Megadrive only has four 16 color subpalettes. That's for both BG and Sprite data to use. So, the more subpalettes you reserve for this effect, the less you have for sprites and such. One option is to have a single 16 color subpalette for the main sprite. Be sure to include a few co...
by tomaitheous
Wed Nov 07, 2012 1:23 am
Forum: Video Display Processor
Topic: Can the tile buffer be clipped at 63x63 tiles?
Replies: 3
Views: 2823

You can clip the tilemap to 63 tiles vertical using fine scroll option in the scroll table and repositioning the screen for a force wrap (it's commonly done on other systems). As for horizontal clip to 63 tiles, it really depends on what you're trying to do. If scrolling (assuming it does since the ...
by tomaitheous
Sun Nov 04, 2012 11:08 pm
Forum: Video Display Processor
Topic: Possible to change Palette Number on Tiles/Sprites ??
Replies: 8
Views: 4380

Thabks a lot Gmaniac for explanation. I knew I had no much chance to do it... I need to collect these kind of infos before starting to plan my palettes and tiles because I need to optimize them with what I know I'm able to do... This trick would have been to make some kind of lightning / bumpmappin...
by tomaitheous
Thu Apr 05, 2012 7:59 am
Forum: Demos
Topic: Axelay scroll proof of concept
Replies: 17
Views: 10057

Heh. Chris Covell made an Axelay demo too, a few years back. You can see it in the video here:
http://www.youtube.com/watch?v=f-YSnIDsz5U
(starting at 9:50)
by tomaitheous
Fri Mar 04, 2011 5:48 am
Forum: Super 32X
Topic: Totally Awesome to the MAX!!
Replies: 26
Views: 12086

It was the song speed effect - the original code didn't support beats per minute, so I added in some code. I was pretty proud of it - it was simple and compact... and the source of the problem. So I gave in and went to look how everyone else handles bpm; turns out, they DON'T! In every other player...
by tomaitheous
Mon Feb 28, 2011 11:00 pm
Forum: Super 32X
Topic: Totally Awesome to the MAX!!
Replies: 26
Views: 12086

You can always look at Milkytracker's source code. For my MOD player wip, I used a number of docs (one was particularly great) - but I always ended up testing the effects directly in milkytracker and comparing them to my player. MOD format has sooo many of "start on tick 0" and "start on tick 1" - i...
by tomaitheous
Tue Feb 22, 2011 12:47 am
Forum: Super 32X
Topic: Yeti3D
Replies: 12
Views: 9992

Very cool :D Would there be any possible way for the 'doubled' scanlines to show at half intensity? Give it a scanline effect?
by tomaitheous
Sat Feb 19, 2011 9:49 pm
Forum: Megadrive/Genesis
Topic: snasm68k manual? or what's the origin mnemonic?
Replies: 5
Views: 2677

Open up the exe in a hex editor and look for ascii characters. You'll find directive keywords in there.
by tomaitheous
Wed Feb 09, 2011 6:29 pm
Forum: Mega/SegaCD
Topic: Savestate format and Lunar too
Replies: 5
Views: 3834

Re: Savestate format and Lunar too

If the CD audio tracks are not loaded, it won't work. Shouldn't be any problem if all the files are named correctly, though. Thank you. That was the problem. I had the file names correct (and no other files in the directory), but that didn't seem to work. Kmod doesn't support CUE loading. I just do...
by tomaitheous
Wed Feb 09, 2011 8:40 am
Forum: Mega/SegaCD
Topic: Savestate format and Lunar too
Replies: 5
Views: 3834

Hey Stef, I enabled it, but it didn't change anything. Edit: If I press start and a bunch of other buttons while the intro is loading, I can get it to skip to the title screen and enter the game. But once it enters the game and after the dialog text, glitches from there (can't control the main chara...