Search found 209 matches
- Sat Jun 18, 2016 8:14 pm
- Forum: Megadrive/Genesis
- Topic: Infinite scrolling maps/scroll plane "edge" DMA
- Replies: 15
- Views: 13554
Re: Infinite scrolling maps/scroll plane "edge" DMA
No compression at all?! Have you not got a ROM size limit in mind? To be honest, I haven't really sat down to work out how much I want to spend on the ROM size but I make things take up as little space as possible to give me breathing space for later on. It's on the "I'll deal with it when the time...
- Sat Jun 18, 2016 4:39 pm
- Forum: Megadrive/Genesis
- Topic: Infinite scrolling maps/scroll plane "edge" DMA
- Replies: 15
- Views: 13554
Re: Infinite scrolling maps/scroll plane "edge" DMA
I'm doing pretty much that - stream in one screen's worth of data at the start of the level, then only work with the delta row/columns after that. Ensure that your camera's velocity can't exceed more than one tile or that you have the bandwidth spare to keep up. I'm also using the "ridiculous" stora...
- Fri Jun 17, 2016 7:59 pm
- Forum: Hardware
- Topic: GBS-8220 fuzzy and green
- Replies: 7
- Views: 13217
Re: GBS-8220 fuzzy and green
I've tried pressing down on each chip in turn, and bending the board slightly, but no change in the signal at all.
I'll fetch out the Gamecube and give it a whirl.
There's probably some people at work who might have some gear, a few are into robotics.
I'll fetch out the Gamecube and give it a whirl.
There's probably some people at work who might have some gear, a few are into robotics.
- Sun Jun 12, 2016 12:46 pm
- Forum: Tools
- Topic: Beehive - a Mega Drive tile and map editor
- Replies: 30
- Views: 62982
- Sun Jun 12, 2016 12:07 pm
- Forum: Hardware
- Topic: GBS-8220 fuzzy and green
- Replies: 7
- Views: 13217
- Sun Jun 12, 2016 11:56 am
- Forum: Hardware
- Topic: GBS-8220 fuzzy and green
- Replies: 7
- Views: 13217
Re: GBS-8220 fuzzy and green
Hey!
I'm afraid I don't have a scope or any other means to test it, and my electronics knowledge doesn't go beyond resoldering capacitors.
I'll get a photo of the settings, but there's not a lot I can get wrong - it's just input type, output resolution, panning and contrast, that sort of thing.
I'm afraid I don't have a scope or any other means to test it, and my electronics knowledge doesn't go beyond resoldering capacitors.
I'll get a photo of the settings, but there's not a lot I can get wrong - it's just input type, output resolution, panning and contrast, that sort of thing.
- Sun Jun 12, 2016 10:09 am
- Forum: Megadrive/Genesis
- Topic: A few questions :)
- Replies: 15
- Views: 14315
Re: A few questions :)
For MegaCD detection, see if this has the info you need: ; ************************************ ; Mega-CD ; ************************************ ; BIOS addresses for various MegaCD types mcd_bios_addr_1 equ 0x00415800 ; SEGA Model 1 mcd_bios_addr_2 equ 0x00416000 ; SEGA Model 2 mcd_bios_addr_3 equ 0...
- Sun Jun 05, 2016 8:09 pm
- Forum: Tools
- Topic: Fork of DMF2ESF (Deflemask to Echo converter)
- Replies: 10
- Views: 18761
Re: Fork of DMF2ESF (Deflemask to Echo converter)
Update: - Added support for the new Deflemask DMF 12 file format (ID 0x18) - Fixed PSG support - Added support for PCM sample conversion and export - Fixed the PCM "note on" offset (PCM samples should be included at the end of the Echo instrument pointer table). I've been using the Green Hill Zone s...
- Sat May 28, 2016 5:51 pm
- Forum: Hardware
- Topic: GBS-8220 fuzzy and green
- Replies: 7
- Views: 13217
GBS-8220 fuzzy and green
Hi! Since moving house and setting up my dev environment again, my beloved GBS-8220 CGA to VGA board is outputting a garbled green screen. Does anyone have any experience with these boards? I've verified that the Mega Drive, scart cable, Sync Strike, and the two VGA cables are not the problem; they ...
- Sat May 14, 2016 10:08 am
- Forum: Tools
- Topic: Beehive - a Mega Drive tile and map editor
- Replies: 30
- Views: 62982
Re: Beehive - a Mega Drive tile and map editor
Beehive 0.0.40 released! https://www.mediafire.com/?83zzi693sfwl1yf I've been creating a sprite import and animation tool, to help me take the grunt work out of converting sprites, and abolish the need to author animation data by hand in text files. The tool allows you to: - Create an Actor or Prop ...
- Sun Apr 24, 2016 5:02 pm
- Forum: Megadrive/Genesis
- Topic: Blanking the display for one (or more) scanlines only
- Replies: 7
- Views: 5347
Re: Blanking the display for one (or more) scanlines only
You aren't trying to write to the scroll planes while the hblanks are happening, right? Because setting a register will unset the current address. No, I keep the update and render code mutually exclusive, and there is nothing else in my hblank routine. By the way, you can remove the CMP, it's redun...
- Sun Apr 24, 2016 4:10 pm
- Forum: Megadrive/Genesis
- Topic: Blanking the display for one (or more) scanlines only
- Replies: 7
- Views: 5347
Re: Blanking the display for one (or more) scanlines only
If you only got it to work for sprites then you did something really wrong =P Damn. Well, my code is simple enough: HBlankInterrupt: move.l d0, -(sp) move.w (hline_counter), d0 andi.w #0x1, d0 cmp.w #0x1, d0 beq @ScreenOff move.w #0x8174, vdp_control bra @EndLetterbox @ScreenOff: move.w #0x8134, vd...
- Sun Apr 24, 2016 11:46 am
- Forum: Megadrive/Genesis
- Topic: Blanking the display for one (or more) scanlines only
- Replies: 7
- Views: 5347
Blanking the display for one (or more) scanlines only
Hi! I'm trying to achieve a "letterbox" style mode for cutscenes, creating black bars at the top and bottom of the screen. Modifying the tiles isn't a viable option without some considerable changes to my codebase, and it would use too many sprites. I've tried blanking the display by modifying VDP r...
- Fri Apr 22, 2016 12:20 pm
- Forum: Blabla
- Topic: SEGA to offer Steam Workshop + modding support for Mega Drive titles
- Replies: 2
- Views: 8734
SEGA to offer Steam Workshop + modding support for Mega Drive titles
Linky link: http://www.eurogamer.net/articles/2016-04-21-sega-to-support-mega-drive-game-mods-via-steam This is great news! I'm wondering what kind of mods we'd see, though. If they're aiming for mods to the games then surely SEGA must be okay with people extracting, modifying and re-uploading the R...
- Sat Apr 16, 2016 5:45 pm
- Forum: Tools
- Topic: Beehive - a Mega Drive tile and map editor
- Replies: 30
- Views: 62982
Re: Beehive - a Mega Drive tile and map editor
Beehive 0.0.34 released! I've been working on improving the lengthy and mundane process of terrain generation. It was sucking up quite a lot of my time having to paint, place and alter collision tiles whenever the designer(s) made a change to the level, and some problems in the workflow meant redoin...