Search found 237 matches
- Mon Dec 24, 2018 7:39 pm
- Forum: Tools
- Topic: Updated Gens Ubuntu Build
- Replies: 3
- Views: 8986
Updated Gens Ubuntu Build
I recently upgraded my laptop to Ubuntu 18.04, and found out some emulators, such as Gens would not work. It doesn't appear that there are any recent packages, so I forked this, and setup some auto-building, TravisCI magic. https://github.com/kubilus1/gens/releases Installation instructions for 18.0...
- Sat Jun 18, 2016 1:27 am
- Forum: Demos
- Topic: 216 colors with one palette
- Replies: 17
- Views: 16683
Re: 216 colors with one palette
Trust me, old CGA RGB monitors were not uncommon. The cyan and magenta is permanently burned into my brain and many others. But yeah, interesting idea about alternating the checkerboard pattern. That should get rid of the horizontal banding that occurs when checkerboard is used in composite mode, as...
- Sun Jun 12, 2016 1:12 am
- Forum: Demos
- Topic: 216 colors with one palette
- Replies: 17
- Views: 16683
Re: 216 colors with one palette
Also with something like 8088mph ( https://trixter.oldskool.org/2015/04/07/8088-mph-we-break-all-your-emulators/ ) running CGA in composite mode is pretty much the least likely way that old DOS systems would be used now or back in the day. It's still a really cool demo and it's fun reading about how...
- Sat Jun 11, 2016 4:03 pm
- Forum: Demos
- Topic: 216 colors with one palette
- Replies: 17
- Views: 16683
Re: 216 colors with one palette
I mean, I started off like that as well. (S-video modded Genesis 2 "3/4" board) But some of the effects you see in a variety of games (see above link) show that the intention of the hardware is to *not* be in RGB mode and to utilize color artifacting to some degree. Is this used as a primary means o...
- Mon Jun 06, 2016 4:18 pm
- Forum: Demos
- Topic: 216 colors with one palette
- Replies: 17
- Views: 16683
Re: 216 colors with one palette
PAL actually doesn't look as bad as I thought it would there.
- Mon Jun 06, 2016 1:00 pm
- Forum: Demos
- Topic: 216 colors with one palette
- Replies: 17
- Views: 16683
Re: 216 colors with one palette
Not dithering, but horizontal striping. On my system, I don't see rainbow artifacting, maybe I would in larger swaths of colors, but some of the colors do not match exactly what I see on the emulator, which is not a surprise. This technique was used quite a lot on older computers, along with quite a...
- Mon Jun 06, 2016 1:58 am
- Forum: Demos
- Topic: 216 colors with one palette
- Replies: 17
- Views: 16683
216 colors with one palette
No highlight or shadow was used either, so theoretically this could be increased a bit using those techniques. https://raw.githubusercontent.com/kubilus1/blast/master/examples/comp_test/216colors.png Just some simple fun playing around with NTSC color artifacting: https://github.com/kubilus1/blast/r...
- Wed Jun 01, 2016 2:41 am
- Forum: SGDK
- Topic: Test Sprite Collision Flag
- Replies: 8
- Views: 9134
Re: Test Sprite Collision Flag
Okay figured it out. I have to check this during hblank. I setup an interrupt and that seems to work.
So I figure I can grab the vcounter when a collision is detected and know where vertically a collision is happened, more or less for free.
So I figure I can grab the vcounter when a collision is detected and know where vertically a collision is happened, more or less for free.
- Tue May 31, 2016 11:30 pm
- Forum: SGDK
- Topic: Test Sprite Collision Flag
- Replies: 8
- Views: 9134
Re: Test Sprite Collision Flag
What I don't understand is that in this simple example, very little is going on. Basically, move sprite, VDP_setSprite, VDP_updateSprites, check collision.
No other methods are being called.
No other methods are being called.
- Tue May 31, 2016 4:58 pm
- Forum: SGDK
- Topic: Test Sprite Collision Flag
- Replies: 8
- Views: 9134
Re: Test Sprite Collision Flag
Yeah, alone I realize that it is far from enough. But aside from being annoyed that it is not actually working correctly, I figure I may be able to take some kind of advantage of it. For instance, let's say I use the collision detection method where I indicate which column each sprite is in. Then as...
- Mon May 30, 2016 11:14 pm
- Forum: SGDK
- Topic: Test Sprite Collision Flag
- Replies: 8
- Views: 9134
Test Sprite Collision Flag
So when, am I supposed to test the Sprite collision flag. I can't seem to get this to work reliably without adding a crazy amount of "delay". For instance, if I take the old basic sprite example and test for collision, this does not work unless I loop over the test about 1000 times. For example, I w...
- Tue Jan 19, 2016 10:01 pm
- Forum: SGDK
- Topic: Setup Gendev linux [Solved]
- Replies: 13
- Views: 8675
Re: Setup Gendev + Codeblocks in debian, compiling problem.
What about running the out.bin in an emulator? Does that work?
- Mon Jan 18, 2016 11:38 pm
- Forum: SGDK
- Topic: Setup Gendev linux [Solved]
- Replies: 13
- Views: 8675
Re: Setup Gendev + Codeblocks in debian, compiling problem.
cd cp gendev/sgdk/skeleton . ... should be cp -r gendev/sgdk/skeleton . This means the boot dir wasn't copies and is likely wrong. I don't have a convenient way to verify this on real hardware ATM, but I could see this leading to a blank screen. First step would be to verify on emulator perhaps. Fy...
- Mon Dec 21, 2015 2:51 pm
- Forum: Tools
- Topic: Beehive - a Mega Drive tile and map editor
- Replies: 30
- Views: 62004
Re: Beehive - a Mega Drive tile and map editor
Setting winecfg to Windows 7 seems to work. Appears to work fine on wine!
- Mon Dec 21, 2015 2:32 pm
- Forum: Tools
- Topic: Beehive - a Mega Drive tile and map editor
- Replies: 30
- Views: 62004
Re: Beehive - a Mega Drive tile and map editor
Doesn't seem to allow installation in Wine. "The operating system is not adequate..." Is this looking for a very specific version of Windows?