Search found 75 matches
- Thu Jan 28, 2016 2:23 am
- Forum: Blabla
- Topic: Problems accessing Spritesmind
- Replies: 19
- Views: 25537
Re: Problems accessing Spritesmind
Maybe it's a problem at the level of the internet access provider. Any idea who your university uses? I'm on Comcast. Don't know who the university uses (it's ~15mi away), but I can access the site from their desktop computers last I tried; however, at home , when I try to access from the uni renta...
- Fri Jan 22, 2016 4:36 pm
- Forum: Blabla
- Topic: Problems accessing Spritesmind
- Replies: 19
- Views: 25537
Re: Problems accessing Spritesmind
I've been unable to access Spritesmind for a few days now. Doesn't matter if I browse to the forum or to the main gendev.spritesmind.net URL, either way my connection always times out. I tried both FireFox and Chrome on my PC, and I tried browsing on iOS, but I get the same connection time out erro...
- Sun Jan 17, 2016 2:55 am
- Forum: Tools
- Topic: [Kmod] v0.7.3
- Replies: 38
- Views: 38846
Re: [Kmod] v0.7.3
So I've been using this branch of Gens recently for projects, and have found it invaluable for ripping sprites, tiles, and palettes from VDP VRAM, and for general debugging. However, I think there is a bug in the CRAM dumping code. Dumping the entire CRAM generates a 512 byte (not 128 byte?) file, a...
- Tue Jan 12, 2016 1:12 am
- Forum: SGDK
- Topic: Sprite Engine Help
- Replies: 18
- Views: 14230
Re: Sprite Engine Help
Got the bounding boxes and collision to work with that code for paddle-puck collisions. Next important graphics-related issues to fix are some sprites disappearing and issues with the Player select screen. Not sure why, but when I enable the powerups options variables (Opts[2]=PTRUE in main.h ) and ...
- Sat Jan 02, 2016 3:33 pm
- Forum: SGDK
- Topic: Which IDE to use?
- Replies: 17
- Views: 11992
Re: Which IDE to use?
I prefer to use Code::Blocks 13.12 on my Windows 7 machine, which according to their forum, does work on Windows 10 . (The homepage does also say a long-awaited 15.12 release is coming soon, with an 15.12 RC1 available). I believe many members here use it (the official SGDK sample projects have .cbp...
Re: VDP Tests
In the name of science, I captured a video of all of the tests on a Big CRT from a VCR+DVD combo. In case it matters, I recorded the tests from a MD2 VA 1.8+32x VA0 for quality. This MD2 has a Sega 315-5708-01 ASIC for the VDP. No hardware blew up :wink:. Interestingly, VDP Redraw Test #4 acted diff...
- Sat Dec 26, 2015 6:45 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26715
Re: Theorical question about the sprites
I don't yet find a way to calculate the angle between two points ... :mrgreen: Unless another member has a better method, check out PuckMove() and PuckCollision() in main.c for Ultra Air Hockey (Retro) for some example code of how to calculate angles between two points and then move a sprite in tha...
- Fri Dec 18, 2015 7:28 am
- Forum: Demos
- Topic: Ultra Air Hockey (SGDK)
- Replies: 5
- Views: 6455
Re: Ultra Air Hockey (SGDK)
After a 6 month hiatus (finished up and graduated from college with my B.S. Software Engineering degree :D, and now on Holiday Break), am now actively resuming Ultra Air Hockey development! In the past 3 days, implemented border collision for the paddles, and most importantly, have now coded puck an...
- Fri Dec 11, 2015 5:05 am
- Forum: SGDK
- Topic: SGDK & Intellisense (Code::Blocks)
- Replies: 6
- Views: 3989
Re: SGDK & Intellisense (Code::Blocks)
I don't know about the VS Intellisense but at least i know you can have the doxygen documentation parsed so you have sort of javadoc in Code::Blocks based on the doxygen documentation. It's why i designed documentation in doxygen format on include file. Just search for doxygen plugin for Code::Bloc...
- Mon Nov 23, 2015 8:06 pm
- Forum: Demos
- Topic: Mode 7 demo for Genesis/MD
- Replies: 63
- Views: 221985
Re: Mode 7 demo for Genesis/MD
Brace yourself for the coming internet traffic! (Retro collect article)KanedaFr wrote:ah ah! my bandwidth will explode again
so many non-members will jump to this tread, like with Wolfeinstein
Nice to see collision now working and what appears to be different terrain types!
- Thu Nov 19, 2015 11:05 pm
- Forum: Demos
- Topic: Miniplanets (single stage demo)
- Replies: 18
- Views: 20566
Re: Miniplanets (single stage demo)
Unless somebody figures out how the filesystem works there's no way to do anything with it Somebody recently figured most of it out :). The only issue would be to figure out how to handle internal BRAM via Mode 1, but that should be relatively easy via SCD BIOS calls I think. If technically possibl...
- Wed Nov 18, 2015 12:38 am
- Forum: Demos
- Topic: Miniplanets (single stage demo)
- Replies: 18
- Views: 20566
Re: Miniplanets (single stage demo)
Then people who want the game on its own cartridge can't use that. Doh! We seriously need to come up with a way to save large amounts of data that doesn't involve an expensive flashcart or forcing the memory to stay within the cartridge... (an addenum mentions a RAM drive that goes into the joypad ...
- Thu Nov 12, 2015 5:25 pm
- Forum: SGDK
- Topic: Sprite Engine Help
- Replies: 18
- Views: 14230
Re: Sprite Engine Help
That should be what I need to calculated the bounding box; thanks!
Will try it when I next reinstall SGDK/Code::Blocks and resume programming
Will try it when I next reinstall SGDK/Code::Blocks and resume programming
- Thu Nov 12, 2015 5:23 pm
- Forum: Demos
- Topic: Miniplanets (single stage demo)
- Replies: 18
- Views: 20566
Re: Miniplanets (single stage demo)
Was very fun to play, and innovative idea! Looking forward to more levels. Really liked the switch/explosive puzzle gimmick, and how it changed the level geometry. Other than the obvious missing music, you could be able to improve the game by adding the ability to freely rotate the planet while paus...
- Sat Oct 31, 2015 1:08 am
- Forum: Hardware
- Topic: Decapping more Genesis chips
- Replies: 17
- Views: 73684
Re: Decapping more Genesis chips
(Cool site! They briefly explain their method at here and here. They even decapped a PS1 MIPS R3k chip for a group of Russian hackers upon request, but no Sega chips.)KanedaFr wrote: perhaps they explain their method somewhere...to compare with yours....