Search found 2995 matches
- Wed Jan 11, 2023 10:39 pm
- Forum: Tools
- Topic: sixpack handling of palettes for multiple images?
- Replies: 23
- Views: 33596
Re: sixpack handling of palettes for multiple images?
Chop them up before compiling the rom. That way they use the least amount of space. When you combine all the images together into one, it's unlikely that it will all fit together into a nice rectangle. I tend to have gaps and parts sticking out this way and that... so I just chop them up into ...
- Mon Jan 09, 2023 3:14 pm
- Forum: Tools
- Topic: My current Sega MD/CD/32X devkit
- Replies: 7
- Views: 27906
Re: My current Sega MD/CD/32X devkit
I don't remember about the 9.x version, but the 12.1.0 version was built without gmp, mpc, or mpfr... why? My system didn't need them, so I thought that gcc removed those from the build dependencies. Apparently, this is not the case for some people. The way to fix that is to get the archives for the ...
- Mon Jan 09, 2023 3:03 pm
- Forum: Tools
- Topic: sixpack handling of palettes for multiple images?
- Replies: 23
- Views: 33596
Re: sixpack handling of palettes for multiple images?
palref wants a palette file, not an image. It has the same format as the generated savepal file. For the first image, you want to not use palref so that it only uses the colors in the image, and save that palette using savepal. For the other images, you then load that palette file with palref, and ...
- Mon Dec 26, 2022 2:52 pm
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 213018
Re: Capabilities of various VDPs at parallax effects
Yeah, I saw your PC Engine examples, and they look truly amazing. Far beyond anything I've seen on Genesis, and, so far, much nicer than anything I've seen the SNES dev scene put out too, which is bonkers.
The single biggest problem with the Genesis display is the small palette. 3 bits per gun ...
The single biggest problem with the Genesis display is the small palette. 3 bits per gun ...
- Sun Dec 25, 2022 1:58 pm
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 213018
Re: Capabilities of various VDPs at parallax effects
Is there no "other" section on the forums? Oh well, shameless plug for my "hi color demo"... a wip demonstration, for PCE:
https://www.youtube.com/watch?v=FjYw55qn8Rw
That's really good looking. Rendered games like Nintendo did for the SNES late in its life would do well with that sort of ...
- Fri Dec 16, 2022 9:52 pm
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 213018
Re: Capabilities of various VDPs at parallax effects
I'm still regularly impressed with how great a job the little PC Engine does so much of the time, especially in overcoming the single background layer limitation to create some lovely parallax and the like.
Yeah, they did a great job on many of the games. They learned to eek every little bit ...
- Thu Dec 15, 2022 10:47 pm
- Forum: Video Display Processor
- Topic: Man, Blast Processing is not what I thought it was. . . .
- Replies: 5
- Views: 34064
Re: Man, Blast Processing is not what I thought it was. . . .
Blast Processing, the way Sega pushed in ads, was just marketing hype. The joke among programmers was to point to a chip on the PCB and tell folks "that's the Blast Processor." :lol:
The "blast processing" done by programmers of the time was to make use of raster timed interrupts to initiate DMA ...
The "blast processing" done by programmers of the time was to make use of raster timed interrupts to initiate DMA ...
- Thu Dec 15, 2022 10:15 pm
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 213018
Re: Capabilities of various VDPs at parallax effects
You can't compare clock rates directly. While the Genesis has a faster clock rate, it take multiple cycles to do instructions. The quickest instructions take four cycles, and you can quickly run over a dozen cycles by working on longs and using certain addressing modes. In contrast, the 6502/65816 ...
- Thu Dec 15, 2022 10:01 pm
- Forum: Megadrive/Genesis
- Topic: Regarding the 480i mode on Genesis. . . .
- Replies: 23
- Views: 287627
Re: Regarding the 480i mode on Genesis. . . .
Sonic uses double resolution for two-player so that each half-screen is the standard Sonic resolution. This means all art assets are used as-is. There's no room for other assets to make two-player look not squished. This means two-player looks squished, but the Sonic Team felt that was preferable to ...
- Sun Dec 11, 2022 4:17 pm
- Forum: Video Display Processor
- Topic: Capabilities of various VDPs at parallax effects
- Replies: 35
- Views: 213018
Re: Capabilities of various VDPs at parallax effects
Those "benchmark" videos just demonstrate that while the person knows how to program, he knows very little about hardware. Understanding the processors and related chips at a hardware level is necessary to get the most out of a system. Many games don't need the most, so you don't need to understand ...
- Sun Dec 11, 2022 3:29 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 134916
Re: Understanding the VDP's scrolling capabilities.
Cool. Thanks. We can let this thread go back to sleep. 

- Sun Dec 04, 2022 3:11 pm
- Forum: Demos
- Topic: The Question - ported to Sega Genesis / Mega Drive
- Replies: 3
- Views: 11920
Re: The Question - ported to Sega Genesis / Mega Drive
Awesome! Good to see choice4genesis is at a point where visual games can be used as examples.
- Sun Dec 04, 2022 3:04 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 134916
Re: Understanding the VDP's scrolling capabilities.
This should probably be in its own thread with a title like "Capabilities of various VDPs at parallax effects" rather than necroing such an old thread. I like the videos showing examples of different effects, but more in-depth explanations would be more interesting. This is a site aimed at devs, so ...
- Mon Nov 07, 2022 3:19 pm
- Forum: Demos
- Topic: Virtual Donkey's Demo Scene (sgdk)
- Replies: 18
- Views: 40301
Re: Virtual Donkey's Demo Scene (sgdk)
The ram attack is pretty cool. Not sure I've seen that in other (fighting) games.
- Wed Nov 02, 2022 9:02 pm
- Forum: Megadrive/Genesis
- Topic: Help in understanding 68K indexed indirect addressing
- Replies: 9
- Views: 18138
Re: Help in understanding 68K indexed indirect addressing
You probably want
MOVEQ #$00,D0 ; clear D0.
MOVE.B LEV_NR,D0 ; load index (byte variable 00-FF level number)
LEA LEV_TBL(PC),A0
ADD.W D0,D0
ADD.W D0,D0
MOVEA.L 0(A0,D0.w),A0
JMP (A0)
Adding d0 to itself is faster than shifting, but only works for left shifts, and only up to 3 or 4 ...
MOVEQ #$00,D0 ; clear D0.
MOVE.B LEV_NR,D0 ; load index (byte variable 00-FF level number)
LEA LEV_TBL(PC),A0
ADD.W D0,D0
ADD.W D0,D0
MOVEA.L 0(A0,D0.w),A0
JMP (A0)
Adding d0 to itself is faster than shifting, but only works for left shifts, and only up to 3 or 4 ...