https://twitter.com/SEGA_Europe/status/ ... 0028642304
Looks like it will support custom ROMs.
Search found 50 matches
- Thu Apr 28, 2016 7:21 am
- Forum: Blabla
- Topic: SEGA to offer Steam Workshop + modding support for Mega Drive titles
- Replies: 2
- Views: 8817
- Thu Mar 31, 2016 6:06 pm
- Forum: Tools
- Topic: Sozobon source code changes?
- Replies: 17
- Views: 21866
Re: Sozobon source code changes?
Or write your ownneozeed wrote:ehaliewicz wrote:Do you specifically need a C compiler or just runtime code generation of some sort?
I wanted a tiny and portable c compiler (linker and assembler ).
I may just give up, or start debugging.
- Wed Mar 30, 2016 8:25 pm
- Forum: SGDK
- Topic: Raster Effect with Gendev ( SGDK)
- Replies: 33
- Views: 33267
Re: Raster Effect with Gendev ( SGDK)
What are you trying to do? Scaling sprites vertically?alko wrote:It is even possible to implement by means of SGDK?alko wrote:Shalom.
Please show me the complete source code of this effect (vertical scaling).
Edit: nevermind, read the first page of the thread
- Tue Mar 29, 2016 10:40 pm
- Forum: Tools
- Topic: Sozobon source code changes?
- Replies: 17
- Views: 21866
Re: Sozobon source code changes?
Do you specifically need a C compiler or just runtime code generation of some sort?
- Wed Mar 02, 2016 9:13 pm
- Forum: SGDK
- Topic: C optimizations
- Replies: 20
- Views: 12522
Re: C optimizations
You'll want to be careful with this idea. Modern CPUs are very different from something like the 68k, and what works well on one might not work well on another.cero wrote:OP: Port the cpu-heavy parts to your host machine and profile there, with the superior tools available.
- Tue Feb 09, 2016 8:52 pm
- Forum: SGDK
- Topic: Is it possible to 'scale' sprites?
- Replies: 25
- Views: 16453
Re: Is it possible to 'scale' sprites?
Agreed. I converted to bytes before rotating, which definitely incurs a large performance hit, but manipulating nibbles probably wouldn't have astounding performance either.Manveru wrote:f the console sprites did not save 2 colors per byte, it will be a lot faster.
- Fri Feb 05, 2016 5:41 pm
- Forum: SGDK
- Topic: Is it possible to 'scale' sprites?
- Replies: 25
- Views: 16453
Re: Is it possible to 'scale' sprites?
I don't know if this is what you are asking for, but you can try. I did and i have good results, but slow if you update it every frame: http://www.drdobbs.com/architecture-and-design/fast-bitmap-rotation-and-scaling/184416337 I've also used this technique. If I remember correctly, it would instantl...
- Tue Jan 12, 2016 6:34 pm
- Forum: Megadrive/Genesis
- Topic: Pointer Tables and Jump Tables By Example
- Replies: 12
- Views: 9965
Re: Pointer Tables and Jump Tables By Example
You're right about bsr (a0), my mistake, however pc-relative addressing would have taken more text to explain, and I was going for a simple example of the principle of a jump table, not an optimized or practical real-world example, as already mentioned. Fourth. He actually branches to pointer data, ...
- Tue Jan 12, 2016 3:04 am
- Forum: Megadrive/Genesis
- Topic: Pointer Tables and Jump Tables By Example
- Replies: 12
- Views: 9965
Re: Pointer Tables and Jump Tables By Example
Ok, let me try to describe a bit better what's going on It will probably help if you have Easy68k and step through the code a line at a time. example_1: ;; load example value into d0, could be any number with any range of entries in the jump table ;; different size entries will necessitate different...
- Mon Jan 11, 2016 1:12 am
- Forum: Megadrive/Genesis
- Topic: Pointer Tables and Jump Tables By Example
- Replies: 12
- Views: 9965
Re: Pointer Tables and Jump Tables By Example
The reason your example is equivalent to a switch statement is because the code in the table uses JSR, so the routines will always return to the next entry in the table. A simple example of a jump table would be something like this. Sorry it's not a real world example, but the code works. ;; dispatc...
- Wed Dec 30, 2015 12:15 am
- Forum: Megadrive/Genesis
- Topic: Are there any good/elaborate ASM tutorials around?
- Replies: 11
- Views: 9709
Re: Are there any good/elaborate ASM tutorials around?
The example code you have would do this move.l d0, -(a2) // moves the 32-bit value in d0 to the address pointed to by a2, decrementing it by 4 before addressing move.l d2, (a4)+ // moves the 32-bit value in d2 to the address pointed to by a4, incrementing it by 4 after addressing the increment/decre...
- Wed Nov 18, 2015 11:02 pm
- Forum: SGDK
- Topic: Issue swapping out palette colors
- Replies: 3
- Views: 2955
Re: Issue swapping out palette colors
This is because those drawText calls do not actually draw to the screen, but are essentially telling the VDP to draw those tiles later on, after the setPaletteColor changes have been made. There are two solutions, change the palette mid-frame (during horizontal interrupts), or use multiple palettes ...
- Tue Apr 28, 2015 6:07 pm
- Forum: Megadrive/Genesis
- Topic: Cycle accurate emulation: Exodus 2.0 + Open Source Release
- Replies: 10
- Views: 7563
- Fri Mar 13, 2015 4:01 am
- Forum: SGDK
- Topic: Setting the transparency color to use with Sprites
- Replies: 1
- Views: 2558
- Wed Mar 04, 2015 12:26 am
- Forum: Megadrive/Genesis
- Topic: Interesting Code Snippets and Other Stuff
- Replies: 2
- Views: 3540
Here's a piece of code I saw the other day for computing signum of a 32-bit integer.
Code: Select all
// c version
int signum(n) {
if (n < 0) { return -1;}
else if (n > 0) { return 1; }
else { return 0; }
}
// optimized version
add.l d0, d0
subx.l d1, d1
negx.l d0
addx.l d1, d1