Search found 939 matches
- Tue Sep 10, 2019 4:55 am
- Forum: Hardware
- Topic: Making Light gun for LCD TV
- Replies: 45
- Views: 102801
Re: Making Light gun for LCD TV
Model 1 used a different AV jack than the later models (i.e. different shape), and you don't get the RGB signals from the cartridge slot so you need to use the ones from the AV jack, and that means having to provide a way to connect to both model 1 and model 2 style connectors (indeed this was a pro...
- Sun Sep 08, 2019 11:19 pm
- Forum: Hardware
- Topic: Making Light gun for LCD TV
- Replies: 45
- Views: 102801
Re: Making Light gun for LCD TV
lol heck, I had forgotten the cartridge slot had the required signals lol Though in either case you end up needing something going to the controller ports. I suppose that the advantage of using the cartridge slot is that then you don't need to be tapping the AV port (which is different between model...
- Sat Sep 07, 2019 7:59 pm
- Forum: SGDK
- Topic: KGens Debug
- Replies: 5
- Views: 8593
Re: KGens Debug
It looks like it's trying to write to ROM (which is pointless), so I'm going to guess some pointer is wrong and not accessing the correct memory. Your game crashes because it got confused :v
- Sat Sep 07, 2019 4:37 am
- Forum: Megadrive/Genesis
- Topic: Megadrive was always the answer
- Replies: 22
- Views: 36094
Re: Megadrive was always the answer
Also there was no mention of actual capabilities of the expanded side so I'm not sure what sort of logic resources are needed to realize them. Seems to be literally two Mega Drives glued together. But yeah, also don't forget the extra RAM, since you aren't going to fit everything into the FPGA (eve...
- Fri Sep 06, 2019 5:36 pm
- Forum: SGDK
- Topic: KGens Debug
- Replies: 5
- Views: 8593
Re: KGens Debug
Bit 2 of register 0 needs to be set to show colors correctly on screen on real hardware (most emulators ignore it). Albeit if the message shows up because first you write zeroes to all registers then write $8004/$8014 later it isn't a big deal (as long as you keep the bit set once you actually start...
- Thu Sep 05, 2019 5:49 pm
- Forum: Megadrive/Genesis
- Topic: Megadrive was always the answer
- Replies: 22
- Views: 36094
Re: Megadrive was always the answer
Well, when you're talking about making an add-on to improve the console, you probably want to throw the coprocessors into the mix (especially if you can use them to do something like the 3D in Virtua Racing). So I'd say it's not just a detail. For what's worth it, I think an extended Mega Drive with...
- Thu Sep 05, 2019 1:29 pm
- Forum: SGDK
- Topic: Move text on screen
- Replies: 2
- Views: 6249
Re: Move text on screen
Yeah, RPGs do this by using sprites. Not worth trying to use the planes when it's a small graphic and gives more flexibility for the animation.
- Thu Sep 05, 2019 1:27 pm
- Forum: Megadrive/Genesis
- Topic: Megadrive was always the answer
- Replies: 22
- Views: 36094
- Wed Sep 04, 2019 12:40 am
- Forum: Megadrive/Genesis
- Topic: Megadrive was always the answer
- Replies: 22
- Views: 36094
Re: Megadrive was always the answer
Um, that first paragraph basically described the Mega SD…
- Mon Sep 02, 2019 5:22 pm
- Forum: SGDK
- Topic: Need Remove All Sprites from VDP
- Replies: 9
- Views: 10971
Re: Need Remove All Sprites from VDP
What is shown on screen? I don't see it at screen, I see on Gens VDP sprites list (Gens > CPU > Debug > Genesis > VDP Sprites). Thank you. Errrr that's exactly what the function is supposed to do then. It doesn't matter if the table is fully cleared as long as the player doesn't see any sprites on ...
- Sun Sep 01, 2019 6:07 pm
- Forum: SGDK
- Topic: Need Remove All Sprites from VDP
- Replies: 9
- Views: 10971
Re: Need Remove All Sprites from VDP
I was going to say something like that but then I noticed that the first sprite isn't linking back to 0 so it's possible other sprites may be still shown (the pic doesn't show far enough to tell if it ever ends up linking to some sprite that's visible).
What is shown on screen?
What is shown on screen?
- Wed Aug 21, 2019 10:22 am
- Forum: Controls
- Topic: Mega Mouse with wheel
- Replies: 9
- Views: 18652
Re: Mega Mouse with wheel
Well, that's encouraging.
May as well point to this thread so they implement the enhancements :P (the trial version of Arkagis Revolution does have some mouse wheel code)
May as well point to this thread so they implement the enhancements :P (the trial version of Arkagis Revolution does have some mouse wheel code)
- Sat Aug 17, 2019 1:58 am
- Forum: Controls
- Topic: Mega Mouse with wheel
- Replies: 9
- Views: 18652
Re: Mega Mouse with wheel
DO NOT TRY IT , you may end up burning something, the pin assignment isn't the same. To make that work you'd need custom firmware (since there doesn't seem to be any Mega Drive firmware available) and even then you need to be able to change which pins get VCC and GND (no idea if that adapter can ch...
- Mon Aug 12, 2019 2:37 pm
- Forum: Video Display Processor
- Topic: Seamless dungeon crawler effect
- Replies: 11
- Views: 21392
Re: Seamless dungeon crawler effect
I think that by "seamless" he was just referring to the transitions between positions (a lot of dungeon crawlers just teleport you to the new position and it becomes horribly confusing as a lot of the time it looks like you didn't move), no need to be 100% smooth in that case. Sprites can make them ...
- Mon Aug 12, 2019 6:05 am
- Forum: Video Display Processor
- Topic: Seamless dungeon crawler effect
- Replies: 11
- Views: 21392
Re: Seamless dungeon crawler effect
Even if you only consider methods, everybody tends to implement things their own way, especially on these consoles where you need to manage different video resources (the two tilemaps and sprites) and pick a trade-off that suits your particular game best (contrast with newer stuff where you get a fr...