Search found 56 matches
- Sat Jul 15, 2017 8:37 pm
- Forum: Megadrive/Genesis
- Topic: Console freezes when reset
- Replies: 8
- Views: 6294
Re: Console freezes when reset
A random idea: if you add a read from the VDP control port before doing any writes to it, does the issue still happen?
- Thu Jun 29, 2017 1:39 pm
- Forum: Megadrive/Genesis
- Topic: Transition effects between levels, do you know more?
- Replies: 7
- Views: 5702
Re: Transition effects between levels, do you know more?
It uses the SSF2 mapper. I think it was tried in real hardware and it worked, but I am not sure anymore.
- Mon Jun 26, 2017 5:59 am
- Forum: Megadrive/Genesis
- Topic: Drawing lines/pixels
- Replies: 5
- Views: 4932
Re: Drawing lines/pixels
I had to solve this exact problem for Big's Fishing Derby. The basic idea is that you have to draw a line using one tater algorithm (e.g., Bresenham's ) into a tile buffer. But how this goes will depend on whether you are drawing the line with sprites or with planes: if using planes, you can draw th...
- Wed Jun 07, 2017 7:39 pm
- Forum: Megadrive/Genesis
- Topic: Monster World IV [T-de]
- Replies: 25
- Views: 24482
Re: Monster World IV [T-de]
Regarding weapons, armor and shield: Weapons have 3 properties: damage (done on every hit), magic damage (done every N hits) and magic damage hit counter (either 0 to disable or the N above). After you kill 100 enemies with a given sword, it will do magic damage every 3 hits instead. Shields have a ...
- Wed Jun 07, 2017 10:37 am
- Forum: Megadrive/Genesis
- Topic: Monster World IV [T-de]
- Replies: 25
- Views: 24482
Re: Monster World IV [T-de]
[*]Is there a difference on taking damage when wearing different armors or are armors just affecting the amount of red hearts? They just change the number of red hearts, IIRC; I will double check it, but I am almost 100%sure of this one. Oh, and there is the debug armor, which allows changing Pepe'...
- Wed Jun 07, 2017 9:36 am
- Forum: Megadrive/Genesis
- Topic: Monster World IV [T-de]
- Replies: 25
- Views: 24482
Re: Monster World IV [T-de]
Hm, I never tried it in paths with spaces; will see about fixing it.
- Tue Jun 06, 2017 9:59 pm
- Forum: Megadrive/Genesis
- Topic: Monster World IV [T-de]
- Replies: 25
- Views: 24482
Re: Monster World IV [T-de]
If it serves as consolation, I also spent countless hours in the partial disassembly I have... and there is still a LOT of stuff to do. There are several different kinds of script that the game uses, and most of which I haven't decided on full yet; the is a threading mechanism which is a pain to mak...
- Tue Jun 06, 2017 9:09 pm
- Forum: Megadrive/Genesis
- Topic: Monster World IV [T-de]
- Replies: 25
- Views: 24482
Re: Monster World IV [T-de]
Here it is . Some of my notes: All MW4 scripts share a common opcode block: opcodes $E0 to $FF are the same for nearly all scripts (there are a few exceptions). Scripts for different purposes add additional opcodes, typically in the $00-$1F range. The common opcode block is as follows: $E0: Crash $...
- Tue Jun 06, 2017 5:23 pm
- Forum: Megadrive/Genesis
- Topic: Monster World IV [T-de]
- Replies: 25
- Views: 24482
Re: Monster World IV [T-de]
I will see about updating it and adding a release; there are some files that need to be generated with the build script in order the script to work (and the script is Unix-only).
- Tue Jun 06, 2017 12:18 pm
- Forum: Megadrive/Genesis
- Topic: Monster World IV [T-de]
- Replies: 25
- Views: 24482
Re: Monster World IV [T-de]
I can help a lot with this, since I have been disassembling this game (I started with the original Japanese version, but then swapped to the nearly identical virtual console multilingual version). I won't be able to help right away because I just moved to France and an still getting settled in; but ...
- Fri Jun 02, 2017 6:07 am
- Forum: Megadrive/Genesis
- Topic: Please help consolidate Megadrive info for pixel artists
- Replies: 11
- Views: 10836
Re: Please help consolidate Megadrive info for pixel artists
So that you can crop 32px from each side of the screen, and render the scene for 4:3 displays using the 256-wide mode. You use the exact same art assets for both 4:3 and 16:9 modes. Compatibility with both types of TV. Or so the theory goes. At least as far as of consoles go, the "theory" is wrong ...
- Wed May 31, 2017 5:45 am
- Forum: Megadrive/Genesis
- Topic: Please help consolidate Megadrive info for pixel artists
- Replies: 11
- Views: 10836
Re: Please help consolidate Megadrive info for pixel artists
The VDP takes the same amount of time to render both 256 and 320 pixel lines. This means that if you draw in 256 pixel width and stretch to 320 pixels (keeping the same height), you will get the right results. Drawing anamorphic images (if your program supports it) will also work, and will allow you...
- Tue Apr 18, 2017 8:56 pm
- Forum: Megadrive/Genesis
- Topic: 68000 programming optimization tips? (for speed)
- Replies: 28
- Views: 38243
Re: 68000 programming optimization tips? (for speed)
addq.w #2, a0 ← 4 cycles addq.l #2, a0 ← 8 cycles subq.w #2, a0 ← 8 cycles subq.l #2, a0 ← 8 cycles ¯\(º_o)/¯ That is a known error in PRM and derived sources. Hardware measurements and microcode analysis both show that the first addq is also 8 cycles. The better source of cycle information for the...
- Tue Apr 18, 2017 8:09 pm
- Forum: Megadrive/Genesis
- Topic: 68000 programming optimization tips? (for speed)
- Replies: 28
- Views: 38243
Re: 68000 programming optimization tips? (for speed)
But as one example, you should try post-incrementing with the address registers instead of pre-decrementing since post-inc is faster. Might seem like a useless optimization, unless you use a similar pre-dec routine every frame to iterate through something. .Clear: move.l D0, -(A0) ; pre decrement d...
- Thu Apr 06, 2017 7:44 pm
- Forum: Megadrive/Genesis
- Topic: 32-bit integer to string routine
- Replies: 10
- Views: 7548
Re: 32-bit integer to string routine
Huuuh, you merged the third and fourth iterations into one (it's going straight from two bytes to four bytes). That means you took way too many bits in that one iteration and made its table much larger than it should have been (not to mention many of those values using up four bytes when they shoul...