Search found 116 matches

by cdoty
Mon May 21, 2007 3:40 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 99215

I know how this type of games work, and I also like Resident Evil-like games and played many of them. I think you've completely missed this point. Just because the PSX or N64 versions did something a certain way doesn't mean the GBA version has to do the same thing. There was also a WIP GBC version...
by cdoty
Fri May 18, 2007 6:23 pm
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 99215

GBA has ARM7 @16.8 MHz (32bit RISC), lower resolution, and bitmap videomodes. And this type of games is slightly complicated than just a 2D background with 3D character. Also note that simplest model of man is ~100 poly (even simpler than in Alone in the Dark). And in RE-type game you need to have ...
by cdoty
Sun May 13, 2007 4:51 am
Forum: Hardware
Topic: My second cart board
Replies: 37
Views: 27493

68K assembler: http://xi6.com/files/asmx-2.0b2.zip How useful is the assembler? How complete is the Jaguar GPU/DSP support? If you add 65816, HuC6280 and, SPC700 you could dominate WLA DX! :) With those added, this could become the ultimate assembler, because it could be used across many different ...
by cdoty
Sun May 13, 2007 4:45 am
Forum: Megadrive/Genesis
Topic: Genny and 3D
Replies: 138
Views: 99215

I just saw the video of Resident Evil on the GBA (http://www.youtube.com/watch?v=-htyTk-Ij3M&NR=1), I wonder if something like this could be done on the Genesis? It's just a 2D background with a 3d character.
by cdoty
Thu May 03, 2007 2:14 am
Forum: Tools
Topic: [MDPPY] version 0.1 released
Replies: 11
Views: 10868

This looks like an excellent tool.
I'm not familiar enough with lua, would this be easy to convert to writing out binary files?
by cdoty
Sun Feb 04, 2007 4:25 am
Forum: Tools
Topic: Easy68K?
Replies: 21
Views: 20808

But, I'll probably stick with as (from the GCC package) and Visual Studio 6. This is definitely the best IDE. hmm...you can change the compiler,... used by VS6 ?!!! I like it a lot ( I cost me a lot to say that...but MS did great work here) so I can dev MD on it...wow!!!!! Yep. Check out the Frog F...
by cdoty
Tue Jan 30, 2007 6:08 pm
Forum: Tools
Topic: Easy68K?
Replies: 21
Views: 20808

I'm not gonna use it, this assembler doesn't like my program writing style and I like to keep my ASM programs with ASM extension not anything else (thing doesn't assemble anything without x68 extension). IDE is not very good too, the best IDE I know is QuickBASIC IDE. I've asked for a way to custom...
by cdoty
Tue Jan 30, 2007 5:37 pm
Forum: Announcement
Topic: New game in developement... CA the Meowian
Replies: 14
Views: 24614

Well.... Here's a perfect opportunity to discuss methods for developing a game like this. How would you handle the scrolling of a background? It would seem easiest to upload all of the tiles to VRAM, and just update the edges of the tilemap, as the screen scrolled. Is the Genesis DMA fast enough to ...
by cdoty
Mon Jan 22, 2007 5:24 am
Forum: Tools
Topic: Easy68K?
Replies: 21
Views: 20808

Re: Easy68K?

I'm wonder if there is a 68000 assembler capable of optimise your ASM code (use moveq #0 instead of clear.l...), there are many tricks to optimise the ASM code, it would be cool if the assembler can handle it :) I think TOP was able to optimized assembly code, if I remember correctly. But, I'm not ...
by cdoty
Sat Jan 20, 2007 10:00 am
Forum: Mega/SegaCD
Topic: Megacart, the ultimate cartridge for our MegaCD/SegaCD
Replies: 10
Views: 13149

Would you recommend the MegaCart for development (with the MegaCart adapter), or is the MD-PRO 64 a better choice? I definitely want 32x support, but I'm not as interested in running roms. I would try one or two, but the biggest issue is development for the Genesis and 32x. Any future plans to inclu...
by cdoty
Fri Jan 19, 2007 10:17 pm
Forum: Megadrive/Genesis
Topic: Genesis programming optimisation tricks
Replies: 11
Views: 10033

Re: Genesis programming optimisation tricks

Stef wrote:* 68000 Tricks and traps [+] :
http://linux.cis.monroeccc.edu/~paulrsm ... ick68k.htm
I've seen the 'Fast subroutine calls' optimization used in many arcade games. I always wondered why they did that way. Makes sense now! :)

I though maybe they were trying to obfuscate the code or something.
by cdoty
Fri Jan 19, 2007 10:03 pm
Forum: Tools
Topic: Easy68K?
Replies: 21
Views: 20808

I converted the demo from my Sega Assembler to the assembler. It can be downloaded from: http://www.rastersoft.net/EASySega.zip The only problem I had was that incbin adds a byte to the file on import. This screws up the filesize and memory locations, after the incbin, unless it's at the end. I prop...
by cdoty
Fri Jan 19, 2007 7:58 pm
Forum: Tools
Topic: Easy68K?
Replies: 21
Views: 20808

Quickman wrote:I couldn't live without nameless temporary symbols, so I use AS.
Yep you're right, there are local lables in macros, but not normal code.

I never use them normally, would be nice to have though.
by cdoty
Fri Jan 19, 2007 5:27 pm
Forum: Tools
Topic: Easy68K?
Replies: 21
Views: 20808

Easy68K?

Has anyone checked out this assembler: http://www.monroeccc.edu/ckelly/EASy68K.htm It has a very flexible assembler and a decent IDE. It output to binary and s records. There is a simulator, for source level debugging. Of course, it doesn't emulate a Genesis, but it would be useful for debugging a r...
by cdoty
Sat Jan 06, 2007 5:47 am
Forum: Megadrive/Genesis
Topic: Coding language
Replies: 33
Views: 23853

I did asm only for a long time. With Frog Feast, I switched to C with a lot of asm functions. Which is ironic, since I once said "I wouldn't even consider programming the Genesis in C". It is much easier to do game logic and user interaction programming in C, and system level stuff in asm. And, it m...