Search found 116 matches
- Mon May 21, 2007 3:40 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 99257
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...
- Fri May 18, 2007 6:23 pm
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 99257
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 ...
- Sun May 13, 2007 4:51 am
- Forum: Hardware
- Topic: My second cart board
- Replies: 37
- Views: 27497
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 ...
- Sun May 13, 2007 4:45 am
- Forum: Megadrive/Genesis
- Topic: Genny and 3D
- Replies: 138
- Views: 99257
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.
- Thu May 03, 2007 2:14 am
- Forum: Tools
- Topic: [MDPPY] version 0.1 released
- Replies: 11
- Views: 10877
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...
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...
- Tue Jan 30, 2007 5:37 pm
- Forum: Announcement
- Topic: New game in developement... CA the Meowian
- Replies: 14
- Views: 24642
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 ...
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 ...
- Sat Jan 20, 2007 10:00 am
- Forum: Mega/SegaCD
- Topic: Megacart, the ultimate cartridge for our MegaCD/SegaCD
- Replies: 10
- Views: 13152
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...
- Fri Jan 19, 2007 10:17 pm
- Forum: Megadrive/Genesis
- Topic: Genesis programming optimisation tricks
- Replies: 11
- Views: 10045
Re: Genesis programming optimisation tricks
I've seen the 'Fast subroutine calls' optimization used in many arcade games. I always wondered why they did that way. Makes sense now!Stef wrote:* 68000 Tricks and traps [+] :
http://linux.cis.monroeccc.edu/~paulrsm ... ick68k.htm
I though maybe they were trying to obfuscate the code or something.
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...
Yep you're right, there are local lables in macros, but not normal code.Quickman wrote:I couldn't live without nameless temporary symbols, so I use AS.
I never use them normally, would be nice to have though.
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...
- Sat Jan 06, 2007 5:47 am
- Forum: Megadrive/Genesis
- Topic: Coding language
- Replies: 33
- Views: 23859
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...