Search found 95 matches
- Thu Feb 07, 2013 11:26 am
- Forum: Hardware
- Topic: Early Genesis model 1 problems?
- Replies: 3
- Views: 4566
There could be a problem with the cart interface or with accessing the main bus from Z80. Try going to the sound test in Sonic the Hedgehog 2 and let one of the songs loop a few times. If there is no problem (except maybe the drums being scratchy), then the Z80 to 68000 interface is faulty. Otherwis...
- Sun Feb 03, 2013 7:54 pm
- Forum: Video Display Processor
- Topic: How to propertly scroll wide image?
- Replies: 11
- Views: 7690
It should be possible to have two planes if you use 256x224 mode, but then you have to update the entire name table for every tile scrolled. Here's what you do: Put both name tables at E000h as 128x32. Plane A should start out at 0,32 and plane B at 264,32, and they will advance through 8 horizontal...
- Fri Feb 01, 2013 11:22 am
- Forum: Video Display Processor
- Topic: How to propertly scroll wide image?
- Replies: 11
- Views: 7690
- Wed Jan 30, 2013 4:24 pm
- Forum: Megadrive/Genesis
- Topic: Seamless world techniques
- Replies: 8
- Views: 6443
I tend to have 4x4 screenfuls loaded at a time. These are loaded in the background by a separate thread when the main game thread is not running. The loading routine reads object data and clips each object to the current screen, meaning that screen boundaries are not a concern when designing maps. P...
- Fri Jan 18, 2013 12:52 am
- Forum: Cartridge
- Topic: Super Mario 64 for Genesis - dump quest (need pics of pcb!)
- Replies: 36
- Views: 66826
I had a crack at it.
- Mon Jul 16, 2012 10:59 pm
- Forum: Megadrive/Genesis
- Topic: Thesis on emulation
- Replies: 10
- Views: 7200
Although many games have large tiles composed of smaller tiles, this has nothing to do with the graphics hardware, unless you count the NES where palette selection applies to four tiles at once, making 16x16 tiles made of 8x8 tiles a natural design choice. Figure 16 is wrong, as it lists SNES and Sa...
- Sun Jul 15, 2012 12:28 pm
- Forum: Video Display Processor
- Topic: Is it impossible to put a sprite under plan A or plan B?
- Replies: 5
- Views: 4548
- Sun Jun 17, 2012 12:24 am
- Forum: Video Display Processor
- Topic: Scroll Map scaling
- Replies: 11
- Views: 7496
- Mon Jun 11, 2012 12:17 pm
- Forum: Video Display Processor
- Topic: Scroll Map scaling
- Replies: 11
- Views: 7496
- Thu May 24, 2012 11:36 am
- Forum: Demos
- Topic: Video demo
- Replies: 5
- Views: 5640
- Wed May 23, 2012 1:52 pm
- Forum: Demos
- Topic: Video demo
- Replies: 5
- Views: 5640
Video demo
Here's an eight minute video with sound. Source code included.
http://www.mediafire.com/?qvbm45u6l03nks3
http://www.mediafire.com/?qvbm45u6l03nks3
- Wed May 23, 2012 8:23 am
- Forum: Megadrive/Genesis
- Topic: Hey guys I'm new and I got a couple of questions
- Replies: 15
- Views: 10617
- Tue Apr 10, 2012 2:43 pm
- Forum: Megadrive/Genesis
- Topic: Pseudorandom generation
- Replies: 28
- Views: 19859
Try not to make the H and V counters behave in an unexpected way. The H and V counters need to be synchronized with each other and with H and V interrupts, and with screen drawing. If you need to be intrusive, then that's what you need to be. And don't forget about movies - they must contain all inf...
- Mon Apr 09, 2012 8:09 am
- Forum: Megadrive/Genesis
- Topic: Pseudorandom generation
- Replies: 28
- Views: 19859
- Fri Mar 16, 2012 8:59 am
- Forum: SGDK
- Topic: GFX_WRITE_VRAM_ADDR is expensive? (was: code benchmarking)
- Replies: 19
- Views: 12589
Yes, it is. However, you should always check the generated assembly code when using GCC. GCC is a very poor compiler, and you need to help it a lot. By the way, you are drawing your tile map upside down. If foreground_layer is a byte array, and FOREGROUND_TILE_STARTINDEX is a multiple of 256, then y...