Search found 66 matches

by plee
Thu Aug 13, 2009 2:20 am
Forum: Megadrive/Genesis
Topic: JPG decoding on SMD?
Replies: 13
Views: 9298

One thing to remember is that you'll have to "reduce" the colors of the .jpg which would probably be not worth the effort if your just trying to display a static image. If the Genesis had a true bitmapped graphics mode then it might be worth the effort...
by plee
Sun Aug 09, 2009 2:02 am
Forum: Megadrive/Genesis
Topic: JPG decoding on SMD?
Replies: 13
Views: 9298

Re: JPG decoding on SMD?

Just wondering, if anyone had tried to make JPG decoder for SMD? It probably can be useful for that type of games which shows picture for every level or couple of levels. I know that there is at least two different JPG decoders for russian ZX Spectrum clones, both written in the beginning of the 20...
by plee
Fri Jun 12, 2009 1:49 am
Forum: Megadrive/Genesis
Topic: Question on Programming Fighting games on the Mega Drive
Replies: 19
Views: 15057

(old) article you should read about making a 2D fighting game I remembered I also started to learn FSM...(they talk about it on the article) and prototyping in Director (Flash ancestor) ! Poking around the web, I see they actually have beta versions of SF Turbo for the Genesis. Then, apparently the...
by plee
Sat May 30, 2009 12:28 am
Forum: Megadrive/Genesis
Topic: Question on Programming Fighting games on the Mega Drive
Replies: 19
Views: 15057

My point was that, SF3 was not that much of a difference than SF2 as far as graphics so I think you could do a decent job of it for the Genesis. SF4 is a different story... Having some friends who live and breathe SF, graphics is not always their big concern, it's playability and matchups between th...
by plee
Sat May 30, 2009 12:19 am
Forum: Megadrive/Genesis
Topic: Hello world syntax problems
Replies: 36
Views: 23275

Thanks for the quick reply, Is the entire alphabet included or only the ones used by Sega, for instance when i did some programming for cheap japanese handheld ports, they only included letters used, A E I O U 1 2 3 4 5 6 7 8 9 0 N M . , : That was the format for the file. Edit "E" in twice XD You ...
by plee
Thu May 28, 2009 1:08 am
Forum: Megadrive/Genesis
Topic: Question on Programming Fighting games on the Mega Drive
Replies: 19
Views: 15057

The fonz has made some tries with huge sprites decompressing. See his site. Yeah, that's why I tried at first my Mega Multi Fighter (an old demo is on the Demo part of this forum). I'm still working on it, I've solve a lot of bugs and now I'm working on the input part (to have combo and special). B...
by plee
Thu May 28, 2009 1:01 am
Forum: Megadrive/Genesis
Topic: snasm68k variable defines...
Replies: 8
Views: 6280

The GNU assembler will allow you to use a ".bss" command So you could do something like this: .bss ships ds.w 1 players ds.w 1 .text blah.... .bss score ds.l 1 .text blah... And it will resolve the addresses for you when you link. The GNU assembler is not friendly on syntax as some assemblers so hop...
by plee
Thu May 28, 2009 12:44 am
Forum: Megadrive/Genesis
Topic: Hello world syntax problems
Replies: 36
Views: 23275

Make sure you restore the stack after your call to _puts, you'll eventually crash... movem.l a0, -(sp) bsr _puts movem.l (sp)+,a0 Also, I'm assuming the $1, $2 labels are defined?!? $1 move.b (a6)+,d0 cmp.b #0,d0 beq $2 jmp $1 (can use a 'bra' here also) $2 You can also do this $1 move.b (a6)+,d0 bn...
by plee
Mon Mar 23, 2009 7:55 pm
Forum: Blabla
Topic: EA & Pirate Genesis Dev Kit
Replies: 2
Views: 4767

Interesting...so is EA calling out pirates copying their games back then is like calling the "kettle black" we find out. :wink:
by plee
Tue Mar 10, 2009 9:14 pm
Forum: Megadrive/Genesis
Topic: Sonic 1/2 sources?
Replies: 3
Views: 2486

Re: Sonic 1/2 sources?

cdoty wrote:Anyone had a look at the Sonic 1/2 sources available from http://www.hacking-cult.org/?x/2?

I got it to build a binary file, and was able to change a few things, including removing the Sega startup logo.
Nice! Any chance of posting it or making a group project?
by plee
Tue Mar 10, 2009 9:12 pm
Forum: Demos
Topic: Game techniques
Replies: 12
Views: 12657

Definitely some interesting articles...
by plee
Tue Mar 10, 2009 9:03 pm
Forum: Megadrive/Genesis
Topic: Porting the Sega Screen from S1GG to Genesis [help needed]
Replies: 6
Views: 5278

Jorge Nuno wrote:I would load the SEGA completely, use a window plane to un-mask the text gradually, and 2 sprites for sonic, then fade-out the pallete at the end.


Not sure if I can use plane W in mode4, though.
Beat me to it :D
by plee
Tue Mar 10, 2009 9:02 pm
Forum: Megadrive/Genesis
Topic: Porting the Sega Screen from S1GG to Genesis [help needed]
Replies: 6
Views: 5278

Just thought of another way do it.

Use another plane or sprite to hide the "Sega" text and scroll (right) with Sonic to reveal the letters one pixel at a time. This would minimize the number tiles you need and all is needed is to make Sonic a sprite.
by plee
Tue Mar 10, 2009 8:52 pm
Forum: Megadrive/Genesis
Topic: Porting the Sega Screen from S1GG to Genesis [help needed]
Replies: 6
Views: 5278

Actually, it's just like I said, your over-thinking the intro. Each letter is probably 5-6 different images. You make tiles out of each state letter is drawn and change the letter with a different image while Sonic passes. You can even just do it via all tiles (include Sonic as an image) I would do ...
by plee
Tue Mar 10, 2009 4:22 pm
Forum: Megadrive/Genesis
Topic: Porting the Sega Screen from S1GG to Genesis [help needed]
Replies: 6
Views: 5278

For the "Sega" background, you can just take a screen dump of the GG version and convert it to graphic tiles and easily display them back on the Genny. Pretty much the same thing for the Sonic sprite. If there is any music or the famous "Sega" voice, probably samples out there that you can use to pl...