Search found 484 matches
- Tue Jun 14, 2016 4:39 pm
- Forum: SGDK
- Topic: programming noob, hi forums! Advice please!
- Replies: 17
- Views: 11811
Re: programming noob, hi forums! Advice please!
I am also keeping my eye on this project but this guy does C programming for a living, its all Assembly. I read roller coaster tycoon was written completely in assembly and that it's quite a programming feat! You are making me feel old, and he actually writes in C++ which is very commonly found in ...
- Sun Jun 12, 2016 10:56 am
- Forum: SGDK
- Topic: programming noob, hi forums! Advice please!
- Replies: 17
- Views: 11811
Re: programming noob, hi forums! Advice please!
To be honest if you want to learn to program in C in a 'fun way' consider getting a Game Duino 1 or 2: http://excamera.com/sphinx/gameduino2/ The MD is, well, a bit dry at first and you will find yourself having to chip away at it for some time. C is ok for MD work but you really should consider Ass...
- Fri Jun 10, 2016 4:08 pm
- Forum: Demos
- Topic: Mega Q*bert [Full game]
- Replies: 12
- Views: 15720
Re: Mega Q*bert [Full game]
I can imagine the possibilities but more over I know the work too. Even the assets could not be simply dropped in place and very little of the code can be re-used so you would need teams for each of the platforms. Sadly, that is a fair amount of work in any case and as the creator mentioned it took...
- Fri Jun 10, 2016 8:13 am
- Forum: Demos
- Topic: Mega Q*bert [Full game]
- Replies: 12
- Views: 15720
Re: Mega Q*bert [Full game]
i humbly think that an amazing version like this shouldn’t be released only for Megadrive - just imagine having it released for NeoGeo, CPS-1, Amiga, etc. - and more, 2 decades ago, Hudson released Bomberman HD, and now we have 1080p and 4k displays available! just imagine the possibilities! :) I c...
- Thu Jun 09, 2016 10:57 am
- Forum: Demos
- Topic: Mega Q*bert [Full game]
- Replies: 12
- Views: 15720
Re: Mega Q*bert [Full game]
Hi. Almost 6 years ago, I have released a prototype of a game called "Mega Q*bert", but I never finished it due to massive amount of problems with the game's structure. Lately I decided to rewrite it from scratch and it's now done. The game unfortunately hasn't been tested on the actual hardware, a...
- Sat Jun 04, 2016 12:39 pm
- Forum: Demos
- Topic: Space Hawks - Sega Megadrive unofficial port
- Replies: 15
- Views: 16760
Re: Space Hawks - Sega Megadrive unofficial port
He could not sell that any way - who on Earth would buy that for actual $?cero wrote:You can't really sell it without permission, it's still under copyright, and they have an active port on Android at least.
You need to sort your collisions out - they are waaay off.
- Mon May 30, 2016 9:35 am
- Forum: Hardware
- Topic: GBS-8220 fuzzy and green
- Replies: 7
- Views: 13028
Re: GBS-8220 fuzzy and green
Hi, have you got a scope or anyway to sample the MD's video? It could well be that you have not configured the Gonbes correctly. Can you take photos or list the settings? I can tell you exactly what I use when I get home. If you cannot get it to work I have a few of these, pass me your address and I...
- Sun Apr 24, 2016 10:45 am
- Forum: SGDK
- Topic: BCD computations ?
- Replies: 14
- Views: 8350
Re: BCD computations ?
It depends on how you measure it: I write more efficient Assembly code than GCC compiled C but your mileage may differ.
- Fri Apr 22, 2016 10:04 am
- Forum: SGDK
- Topic: BCD computations ?
- Replies: 14
- Views: 8350
Re: BCD computations ?
If you want performance switch to Assembly.Stef wrote:Thanks r57shell, that is !
Definitely we cannot say it's really straightforward to do inline assembly when you see that awful syntax :p
- Fri Apr 01, 2016 4:56 pm
- Forum: UMDK
- Topic: Visible graphics problems on SGDK-based game
- Replies: 20
- Views: 25836
Re: Visible graphics problems on SGDK-based game
Also...did you notice some sound problems? like some random note out of nowhere? i get this from time to time. As stated and I shall repeat: once we get a collection of MD hardware and we have a good representation of versions, revisions and regions (PAL & NTSC) and we have a set of tests to carry ...
- Tue Mar 29, 2016 2:07 pm
- Forum: Hardware
- Topic: Reading and writing bytes. Addresses, data, LDSW and UDSW...
- Replies: 17
- Views: 24482
Re: Reading and writing bytes. Addresses, data, LDSW and UDSW...
Or use both.HardWareMan wrote:It's all about sending a message. Use "000" and not "k" in search.MintyTheCat wrote:Er, no, 'M' is used often to denote the Motorola aspect of the 68K.HardWareMan wrote:There are no M68K CPU. There is only 68000 or M68000 CPUs.
- Mon Mar 28, 2016 6:29 pm
- Forum: Hardware
- Topic: Reading and writing bytes. Addresses, data, LDSW and UDSW...
- Replies: 17
- Views: 24482
Re: Reading and writing bytes. Addresses, data, LDSW and UDSW...
The easiest way is providing the download URL :wink: It's curious, I repeated searching "M68K User Manual" using Bing, and the manual does neither appear. It looks like only Google hits it... There are no M68K CPU. There is only 68000 or M68000 CPUs. Er, no, 'M' is used often to denote the Motorola...
- Mon Mar 28, 2016 6:28 pm
- Forum: UMDK
- Topic: Visible graphics problems on SGDK-based game
- Replies: 20
- Views: 25836
Re: Visible graphics problems on SGDK-based game
I brought my Genesis 3, and sure enough UMDK has no problems on it. Ah, interesting. Presumably that's an NTSC machine? If so, that breaks the theory that it's a timing issue. At this point it looks like the MD1 is generally not compatible. I don't think I've heard of an MD2 or MD3 or Nomad not wor...
- Fri Mar 25, 2016 10:42 am
- Forum: Video Display Processor
- Topic: Extra VDP Tiles ? more than 1310
- Replies: 9
- Views: 13675
Re: Extra VDP Tiles ? more than 1310
Have you thought about compression? Most MD games utilised compression and you might want to do the same.
- Fri Mar 25, 2016 10:30 am
- Forum: Megadrive/Genesis
- Topic: Strategies for collisions with background
- Replies: 7
- Views: 6326
Re: Strategies for collisions with background
There is no need to scan the entire plane. Simply maintain a list of locals around active objects. Do collisions at the tile scale then if you get a collision determine at the pixel level.