Search found 209 matches

by BigEvilCorporation
Wed Sep 09, 2015 4:15 pm
Forum: Megadrive/Genesis
Topic: Tile streaming engines in games with large tile counts
Replies: 9
Views: 7003

Re: Tile streaming engines in games with large tile counts

Ah I misunderstood, I thought you meant some sort of palette swap happened between plane drawing, but that's not how VDP drawing works! I'm going to implement this tile streaming and see how it goes. I doubt it'll be fast enough for the kind of speedy scrolling I'm after but no doubt I'll learn some...
by BigEvilCorporation
Mon Sep 07, 2015 5:54 pm
Forum: Megadrive/Genesis
Topic: Tile streaming engines in games with large tile counts
Replies: 9
Views: 7003

Re: Tile streaming engines in games with large tile counts

They sacrificed one palette bit in favor of doubling the amount of possible tiles (yup, the stages only use two palettes... Wow, really? I was concentrating on the colours and trying to figure out how they squeezed so many in. Take Panic Puppet for example, the amount of greys used for the shading ...
by BigEvilCorporation
Sun Sep 06, 2015 6:59 pm
Forum: Megadrive/Genesis
Topic: Tile streaming engines in games with large tile counts
Replies: 9
Views: 7003

Tile streaming engines in games with large tile counts

Hi! My artist and I have a small tech demo of our game which is looking and playing really nice, but it's using all of the available tile space (1536 with current register settings) for just one small section of a level. We've spent a fair while redesigning parts of the level and shuffling tiles aro...
by BigEvilCorporation
Thu Sep 03, 2015 7:17 pm
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Re: Sprite Isn't Showing Up

Sik wrote:
BigEvilCorporation wrote:Your labels need colons: after them :)
Wrong, it's determined by whether there's whitespace before the text or not. The colon is actually optional.
Awesome, didn't know that!
SegaDev wrote:...
I'm not sure then, it looks fine from what I can see. Send full source?
by BigEvilCorporation
Wed Sep 02, 2015 8:53 am
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Re: Sprite Isn't Showing Up

Your labels need colons: after them :)
by BigEvilCorporation
Thu Aug 27, 2015 12:04 pm
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Here's the hex word version: ItoA_Hex_w: ; Converts a word to hex ASCII ; a0 --- In/Out: String address ; d0 (w) In: Number to convert ; 4 nybbles + 0x + terminator, working backwards add.l #0x7, a0 ; Zero terminate move.b #0x0, -(a0) move.w #0x0, d1 ; Char ptr move.w #0x3, d2 ; 4 nybbles in a word ...
by BigEvilCorporation
Wed Aug 26, 2015 9:08 am
Forum: Hardware
Topic: Flashing a custom Genesis Cartridge PCB with new software
Replies: 8
Views: 15964

db-electronics wrote:if you wait a bit longer I will have a cart reader/writer available based on Teensy++ (Arduino compatible, therefore easy to program for) which will be open-source.
That sounds the better way to go, seeing as I don't really know what I'm doing! I look forward to it :)
by BigEvilCorporation
Wed Aug 26, 2015 7:41 am
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Opcodes and word/longword data must rest on an aligned boundary - e.g., you can't move a word from an address like 0x00FF001B since it's not divisible by 2. In your code you have a strings.asm file which holds data of an odd size, so anything you include after it will rest on an uneven boundary, an...
by BigEvilCorporation
Mon Aug 24, 2015 12:21 pm
Forum: Hardware
Topic: Flashing a custom Genesis Cartridge PCB with new software
Replies: 8
Views: 15964

Hi db! I've been eyeing up some EPROM writers on eBay recently so this post comes as a very pleasant surprise. My goal was to follow this guide: http://www.epforums.org/showthread.php?63960-GUIDE-Make-a-Reprogrammable-Genesis-Cart to replace the chips on a bunch of £1 sports carts I got from a local...
by BigEvilCorporation
Thu Aug 20, 2015 8:54 am
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Opcodes and word/longword data must rest on an aligned boundary - e.g., you can't move a word from an address like 0x00FF001B since it's not divisible by 2. In your code you have a strings.asm file which holds data of an odd size, so anything you include after it will rest on an uneven boundary, and...
by BigEvilCorporation
Tue Aug 18, 2015 7:51 am
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Oh I forgot to mention the alignment bug! Your strings file is an odd number of bytes, then you include the spritedesc file underneath it. Add an 'even' keyword or include the strings file last.

On hardware it crashes, on emulators the sprites table is one byte out.
by BigEvilCorporation
Mon Aug 17, 2015 10:32 pm
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Seems fine here after all the suggestions above. ComadeOj was correct, it was just off screen: http://i.imgur.com/vSTiPNF.jpg Apologies for the not-so-simple SpriteSetPos subroutines, the new ones were to support massive sprites made up of arbitrary sizes subsprites. I should have kept the simpler o...
by BigEvilCorporation
Mon Aug 17, 2015 8:44 am
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Ok, I'll debug it when I get home from work this evening :)
by BigEvilCorporation
Fri Aug 14, 2015 12:13 pm
Forum: Megadrive/Genesis
Topic: Sprite Isn't Showing Up
Replies: 35
Views: 21521

Ahh yes, that's a fairly new attempt at making it support multiple sprites and subsprites in any combination, it'll need a bit more info to work out the positions of each sprite. Here's some example params: Sprite_SonicDimensions: equ 0x0202 ; 2x2 subsprites Sprite_SonicSizeS: equ 4 ; Sprite size in...
by BigEvilCorporation
Mon Aug 03, 2015 7:13 am
Forum: Announcement
Topic: Don't forget what SpritesMind is
Replies: 17
Views: 42183

Without SM I wouldn't have landed my dream job at Crytek. I never did a Computer Science course and my fundamental knowledge of low level code and the inner workings of machines was non-existent, I was a C++ "user" with little understanding of what was going on underneath, I'd never have passed the ...