Search found 463 matches
Glide 32X
All right, I've been trying - for long - to make a 3D engine for the 32X. I failed. Twice. At least. But there's no reason not to share a post mortem ^^ So, here is how I compute the slopes of a triangle Raster or how to draw a triangle without grDrawTriangle, a FPU, or even a DIV! Slopes O +---> x ...
- Sun Feb 04, 2018 10:00 am
- Forum: Demos
- Topic: Tänzer, a "ninja" game (Dev Diary thread)
- Replies: 290
- Views: 443331
Re: Unnamed "ninja" game (Dev Diary thread)
Really nice work. Especially if you didn't have a MD before X-mas. Impressive !!
- Wed Jan 24, 2018 1:14 pm
- Forum: Demos
- Topic: Teenage Queen MD released :)
- Replies: 9
- Views: 15070
- Mon Jan 22, 2018 1:25 pm
- Forum: Demos
- Topic: Teenage Queen MD released :)
- Replies: 9
- Views: 15070
Re: Teenage Queen MD released :)
Biggest news being Pascal is alive and well ^^
Thanx Pascal ^^
Thanx Pascal ^^
- Thu Dec 07, 2017 7:21 am
- Forum: SGDK
- Topic: Transparency on the same Plane, via Tiles
- Replies: 8
- Views: 7008
Re: Transparency on the same Plane, via Tiles
In mathematics often you have an unique solution (or a group of) and an exact methodology to arrive to that conclusion. Frequently in life you don't have this situation, but you have to chose your own framework to reach to a misty success. (...) In most cases this is the clearly the wining solution...
- Mon Oct 23, 2017 7:20 am
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 180503
Re: Algorithm for splitting sprites
It's an algorithm to split big sprites. First it loads a 4bpp bmp file. If the image size is not 8-pixels aligned, it generates the 8-pixels aligned images, with an offset on width and height, up to 49 images (7 pixels width offset x 7 pixels height offset). Then, for each 8-pixels aligned image, it...
- Sun Oct 22, 2017 10:16 am
- Forum: Tools
- Topic: Algorithm for splitting sprites
- Replies: 70
- Views: 180503
Re: Algorithm for splitting sprites
All right. This may not be the BEST algorithm on earth to split sprites and so on. Especially, it doesn't optimize very well "holes" in sprites (an empty tile inside a sprite), but it manages to achieve some neat results. At least, good enough for me. https://www.dropbox.com/s/m3hctty54yox1mj/Street...
- Mon Oct 16, 2017 3:02 pm
- Forum: Demos
- Topic: Adventure of Lolo
- Replies: 14
- Views: 19928
- Wed Oct 11, 2017 8:38 am
- Forum: Blabla
- Topic: Make a wish / What if : Genesis
- Replies: 21
- Views: 27685
- Tue Oct 10, 2017 12:36 pm
- Forum: Blabla
- Topic: Make a wish / What if : Genesis
- Replies: 21
- Views: 27685
Make a wish / What if : Genesis
Reading the TF530 topic (http://gendev.spritesmind.net/forum/viewtopic.php?f=13&t=2721), and just for fun, I thought about a make-a-wish / what if for the Genny. If you could have added one feature, just one, single, feature, what would have it been ? A more-evolved CPU (think about 68010 cache mode...
- Fri Sep 15, 2017 12:41 pm
- Forum: Blabla
- Topic: Very Interested
- Replies: 7
- Views: 13180
- Sun Apr 02, 2017 3:23 pm
- Forum: Megadrive/Genesis
- Topic: The perfect "Hello World" example for new starters
- Replies: 11
- Views: 14418
Re: The perfect "Hello World" example for new starters
Thank you very much. I've always thought this was much needed ^^
- Sat Sep 24, 2016 4:47 am
- Forum: Announcement
- Topic: 10 years!!!
- Replies: 7
- Views: 12619
Re: 10 years!!!
Happy birthday to us ^^
Thank you Kan'
Thank you Kan'
Re: 32x ASM
I use the asmsh.exe to assemble my SH2 ASM files. Unfortunately, the .align directive padds with "0000" (Illegal instruction) and does not allows you to specify the padding value (.align alignment, value). So, I've written this macro : ALIGN_NOP macro .arepeat *%4/2 NOP .aendr endm Then, just call "...
- Sat Aug 22, 2015 6:04 am
- Forum: Hardware
- Topic: FPGA version
- Replies: 26
- Views: 73112
Of course, of course, I know. I just wanted to drop the specs. I was thinking about Kaneda line : ... i'll like to know if a FPGA (or a SoC) version of Genny is possible ? ... In this "Retro VGS", in what I thought was related, the ARM would be idle, while the FPGA would be the actual Genesis. Not e...