Search found 84 matches

by KillaMaaki
Thu Jul 06, 2017 7:19 pm
Forum: Super 32X
Topic: Why's mah assembly so gosh-darn slow?
Replies: 43
Views: 39631

Re: Why's mah assembly so gosh-darn slow?

Yeah I caught that. Also caught the fact that I never actually write that register so mid byte is always just 00.
Still need to figure out why (completely unrelated to that code) my rom completely shits the bed in Fusion T u T
by KillaMaaki
Thu Jul 06, 2017 6:07 am
Forum: Super 32X
Topic: Why's mah assembly so gosh-darn slow?
Replies: 43
Views: 39631

Re: Why's mah assembly so gosh-darn slow?

Yeah I think for now I'm going to choose not to worry about that :) That said, I'm investigating DMAing portions of work RAM into the VDP on the MD side, and I'm finding now that I have no earthly clue how DMA works and can't seem to find any good resources on what to do and (perhaps more importantl...
by KillaMaaki
Wed Jul 05, 2017 8:55 pm
Forum: Super 32X
Topic: Why's mah assembly so gosh-darn slow?
Replies: 43
Views: 39631

Re: Why's mah assembly so gosh-darn slow?

Ahh gotcha. So I don't need it in this case because I'm not DMAing anything off of the ROM at all (EDIT: Not yet anyway. I think I'll probably end up DMAing tilesets off of the cart though since I only have to do it on level load and that may be easier than having to round-trip it through the MD's R...
by KillaMaaki
Tue Jul 04, 2017 9:13 pm
Forum: Super 32X
Topic: Why's mah assembly so gosh-darn slow?
Replies: 43
Views: 39631

Re: Why's mah assembly so gosh-darn slow?

See, my thinking was that my level would be made of 16x16px tiles, which of course isn't VDP friendly so the MegaDrive would copy in the whole level's tilemap data over to its own RAM, and then "decompress" it into a more VDP-friendly 8x8px format. And then from there, my 68K driver would handle loa...
by KillaMaaki
Tue Jul 04, 2017 9:45 am
Forum: Super 32X
Topic: Why's mah assembly so gosh-darn slow?
Replies: 43
Views: 39631

Re: Why's mah assembly so gosh-darn slow?

OK, so I got my 68k-side ROM copy loop up and running :D Took a lot of mental gymnastics and dumping random crap to main 68k RAM for debugging lol. But hey, at least it works and as far as I can tell should automatically handle bankswitching seamlessly. That is, aside from one assumption I'm making ...
by KillaMaaki
Mon Jul 03, 2017 8:21 pm
Forum: Super 32X
Topic: Why's mah assembly so gosh-darn slow?
Replies: 43
Views: 39631

Re: Why's mah assembly so gosh-darn slow?

Oooh I see what you're saying. So I guess the idea would be I could just have the 32X side issue a command to the MD side which just tells it to load a level, passing level index or w/e. The MD side then finds that in ROM and copies all of the tilemap data it needs into RAM, then handles all of the ...
by KillaMaaki
Mon Jul 03, 2017 4:24 am
Forum: Super 32X
Topic: Why's mah assembly so gosh-darn slow?
Replies: 43
Views: 39631

Why's mah assembly so gosh-darn slow?

So I continue to revisit my passing interest in these things, and today I visit an interesting question almost certainly born out of my complete and utter incompetence with assembly. I wanted to write some sprite blitting routines on the 32X. I first coded my routine in C, and it looked like this (n...
by KillaMaaki
Thu Jan 19, 2017 10:02 pm
Forum: SGDK
Topic: [SOLVED] 4PCM_ENV popping sounds?
Replies: 4
Views: 3248

Re: [SOLVED] 4PCM_ENV popping sounds?

OK, it's been solved. Naturally, a basic law of the universe has been proven once again... "It's probably just user error." Ended up tossing NAudio into my resource compiler and using it to load the WAV files instead. My sounds now work like an absolute charm, no annoying popping or anything (also, ...
by KillaMaaki
Thu Jan 19, 2017 9:33 pm
Forum: SGDK
Topic: Map loading & scrolling: is my theory right?
Replies: 5
Views: 4620

Re: Map loading & scrolling: is my theory right?

It'd definitely be neat, although honestly probably not strictly necessary. Having to write my own scrolling code means I can also optimize it for my specific use case anyway ;)
by KillaMaaki
Thu Jan 19, 2017 8:00 pm
Forum: SGDK
Topic: [SOLVED] 4PCM_ENV popping sounds?
Replies: 4
Views: 3248

Re: 4PCM_ENV popping sounds?

Once this mental fog I'm having right now lifts (just caught some sickness, super fun stuff), I'm gonna try and use Rescomp to convert the WAV itself instead of my custom BIN file. If it doesn't pop, chances are I've done something dumb in my own code. EDIT: OK I said I'd wait for my mind fog to cle...
by KillaMaaki
Wed Jan 18, 2017 10:10 pm
Forum: SGDK
Topic: Map loading & scrolling: is my theory right?
Replies: 5
Views: 4620

Map loading & scrolling: is my theory right?

While waiting for help with my PCM code, I also want to work on my map loading & scrolling. I'm sick and my mental capacity is sort of shit right now, so I want to get a second opinion on whether what I'm thinking is correct. So, I'm thinking of having my tilesets be stored as paletted PNGs storing ...
by KillaMaaki
Wed Jan 18, 2017 8:20 pm
Forum: SGDK
Topic: [SOLVED] 4PCM_ENV popping sounds?
Replies: 4
Views: 3248

[SOLVED] 4PCM_ENV popping sounds?

Hello, I've been messing about with SGDK in my spare time. One of the things I was trying to do was come up with a more flexible resource system for myself. The idea is that the resource system reads in a sort of manifest file, a JSON file which contains references to different files as well as meta...
by KillaMaaki
Thu Oct 01, 2015 10:14 pm
Forum: Super 32X
Topic: MOD Player for 32X - the Good Enough release
Replies: 20
Views: 35025

Re: MOD Player for 32X - the Good Enough release

Pardon the slightly off-topic question, but didn't you have source code for an XM player laying around somewhere as well? I ask because I wanted to take a look at integrating it, and the song I made is currently in XM format (converting it to MOD doesn't seem to be an easy option - many notes go out...
by KillaMaaki
Thu Oct 01, 2015 7:49 am
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 110
Views: 133992

Re: Update your Genesis/32X Toolchain!

Any progress or ideas on how to get the C++ example compiling? I can compile the C version of TicTacToe and the Yeti example, but the C++ version of TicTacToe just fails with a similar error as reported a few posts ago... If it came down to it I suppose I could make C work, but it'd be fantastic to ...
by KillaMaaki
Wed Mar 18, 2015 12:52 am
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13792

Hm, now I'm encountering issues with porting some assembly files over from Chilly Willy's demo. Obviously it works there, because it compiled for him and the demo actually works. However, when I try to use the .S files (pared down for my needs) in my own project, I get a ton of errors. For instance,...