Search found 50 matches

by hotrodx
Sun Apr 14, 2019 3:34 pm
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

But of course you'd also have to convince people to try a cartridge thing that requires a Sega CD… (admittedly, this is easier to justify for a tech demo than for a game) Then (old school) tech demo it is. :D Interestingly, I noticed that the Revision 2018 Oldskool Demo category was limited to 8-bi...
by hotrodx
Sat Apr 13, 2019 9:28 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

You do you. You've contributed a lot to the community, so you can always go to the direction you see fit. You've earned it. It's just that having changes that won't even run on actual Megadrives kinda dampen the impact. Imagine something like: "Here's a Megadrive that has 4096 colors, but won't run ...
by hotrodx
Sat Apr 13, 2019 5:12 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

The problem is that if you're looking at 1988, huuuh, the price was precisely the issue. The VDP has support for some improvements as it is (more VRAM, more colors, genlock onto other VDP), yet including that would have added to the cost. They also had to cut down some features from the VDP while r...
by hotrodx
Fri Apr 12, 2019 4:39 pm
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

I would imagine a souped up Genesis would have been something like a Neogeo ("more of everything"). But if not that or the 32X then perhaps the Megadrive + MegaCD combo, minus the CD? Can the Megadrive access the MegaCD capabilities for non-CD games? With a MegaCD, you get extra RAM, a faster CPU, a...
by hotrodx
Fri Apr 12, 2019 4:18 pm
Forum: Blabla
Topic: Where is your very first Megadrive/Genesis now?
Replies: 4
Views: 11912

Where is your very first Megadrive/Genesis now?

I had a model 1 MegaDrive, which I bought just before Sonic 2 arrived. I remember having Sonic 1, 2. SOR2, TMNT, Gaiares, Super Hang On, Chakan, Tiny Toon Adventures, Mazin Saga, and Galaxy Force II. I sold it (with the carts) much later to add some money to buy a Saturn. My adult self regrets selli...
by hotrodx
Wed Apr 10, 2019 8:56 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

Also, is the system C2 backward compatible with MD ? (will a MD rom load and run normally ?) More likely not, since it lacks some of the Genesis components like the Z80, and it being arcade only (so not cartridge based?). It's more within the lineage of the SEGA System 16 arcade boards (which the G...
by hotrodx
Wed Apr 10, 2019 8:38 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

cero wrote:
Wed Apr 10, 2019 7:36 am
There's little point to the "Tower of power" when a Saturn is better for all practical purposes.
Still being a Genesis is part of the constraint.
by hotrodx
Wed Apr 10, 2019 3:43 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

It is interesting to write something new for C2, as it is an improvement over a stock Genesis. My only reservation is that the hardware is not available to the general public. So binaries made for these would usually end up being run only on emulators and virtual machines. Wouldn't a Genesis + 32X +...
by hotrodx
Wed Apr 10, 2019 2:47 am
Forum: Demos
Topic: Tilemap Collision and Sprite Sorting Demo
Replies: 2
Views: 6155

Re: Tilemap Collision and Sprite Sorting Demo

It looks very good. Will you create jRPG? Can you give Sprite Sorting code? I'd like to do an RPG someday, but using original material. I just used Phantasy Star for the demo. As for sprite-to-sprite sorting, I used SPR_setDepth, using the negated Y value. So if we have something like: SPR_setPosit...
by hotrodx
Tue Apr 09, 2019 4:11 pm
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

For what's worth it, a lot of the stuff mentioned there is possible on top of the existing hardware: System C2 has more colors (using external CRAM) and better color depth (15-bit) Tera Drive has 128KB VRAM (which also doubles transfer bandwidth) Sega CD and 32X add more audio channels (both slots ...
by hotrodx
Tue Apr 09, 2019 2:45 pm
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

Yes I had figured :mrgreen: But I can't find anything about it on the web... Stef mentioned Discord, so maybe try there. As for EMDs, I think I'd prefer it to be "doable" on actual Gennys, and are implemented on emulators now: 1. Overclocking 2. Extra RAM - like using SRAM(?) with the Mode 7-like d...
by hotrodx
Tue Apr 09, 2019 12:50 pm
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 51259

Re: Compiling an emulator for enhanced Megadrive

tryphon wrote:
Tue Apr 09, 2019 11:46 am
What is this EMD thing ? :?:
Enhanced Mega Drive?
by hotrodx
Mon Apr 08, 2019 3:26 pm
Forum: Demos
Topic: Tilemap Collision and Sprite Sorting Demo
Replies: 2
Views: 6155

Tilemap Collision and Sprite Sorting Demo

It's not much, but this is my progress learning SGDK. I'm mainly using IMAGE for the tile mapping. Added some stuff Stef suggested on another thread regarding collisions, also using IMAGE but not uploaded to VDP. Then some sprite/background sorting (which one is front or behind). There's still much ...
by hotrodx
Thu Apr 04, 2019 5:35 pm
Forum: SGDK
Topic: ROM Bugs after delete 1 line [SOLVED]
Replies: 9
Views: 6158

Re: ROM Bugs after delete 1 line [SOLVED]

(Running on an emulator) I just noticed that when you first load up "Goof NEW.bin", the two sprites do not move. If you do a soft reset, they'd move. If you do a hard reset, they won't move again. So I'm guessing it has something to do with variable initialization failing to account soft resets. EDI...
by hotrodx
Sun Mar 31, 2019 3:20 am
Forum: SGDK
Topic: IMAGE as tilemap
Replies: 2
Views: 3698

Re: IMAGE as tilemap

Unfortunately you don't have easy way to do that right now using rescomp. I plan to add features to help with that but currently the best way to do it is using a separate image representing the collision informations (using specific tiles for that). Using a separate image for collision isn't a bad ...