Search found 81 matches
- Tue Apr 06, 2010 12:59 am
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 79548
With SNES you have up to 16 DMA's chanenles avaliable, so in practice you cann't do what genesis does. You need to spend all the displaying time (in contrast with vertical retrace time) updating scroll values if you want more than 16 scroll. In the other side, it wastes more memory on MD. Wrong. A ...
- Thu Apr 01, 2010 3:07 pm
- Forum: Video Display Processor
- Topic: Understanding the VDP's scrolling capabilities.
- Replies: 67
- Views: 79548
This implies a minimum of four planes that might be placed above one another by a skilled game designer. This would be significant, as the Genesis is known to have produced more than eight independently scrolling backgrounds, called "fake" parallax by those who do not consider the effect significan...
- Wed Mar 31, 2010 3:45 pm
- Forum: Hardware
- Topic: How sonic 3 save feature works?
- Replies: 14
- Views: 17837
OK I understand. Thanks! Some time ago I read a paper of saturn or segaCD (I don't remember) where it said how to do things like this, where there are several solutions for a case between hardware and software. The idea was to be backwards compatible. Doing things only in one way you can save, eithe...
- Tue Mar 30, 2010 5:10 pm
- Forum: Hardware
- Topic: How sonic 3 save feature works?
- Replies: 14
- Views: 17837
Where resides the hardware to change the logic of the 2-4MB area, on the machine or in the cart board? For a common model... I mean, where is located physically register 0xA130F1 in the MD or in the cartridge? Which game was it? Some games use their own custom hardware rather than SEGA's "standard"....
- Sat Mar 27, 2010 9:06 pm
- Forum: Megadrive/Genesis
- Topic: Advice on the Art of Genesis level Building
- Replies: 30
- Views: 19390
... Please share water movement effect routine. You guys talk about such Amazing stuff but when are you going to share some code. Eteream please take time to make some tutorials. It is so frustrating seeing people talk about these great routines but no one is showing me how it's done. Well, as I sa...
- Sat Mar 27, 2010 8:42 pm
- Forum: Hardware
- Topic: How sonic 3 save feature works?
- Replies: 14
- Views: 17837
- Wed Mar 24, 2010 12:08 am
- Forum: Hardware
- Topic: How sonic 3 save feature works?
- Replies: 14
- Views: 17837
- Tue Mar 23, 2010 11:11 pm
- Forum: Hardware
- Topic: How sonic 3 save feature works?
- Replies: 14
- Views: 17837
How sonic 3 save feature works?
If I do not go wrong, normally, games take advantage of the 2 higher megabytes for saving feature. This is how does it work in sonic 3? Is it a serial or parallel memory? (I have read both!) But then, how does it work when connected to the Knuckles cartridge? Knuckles cart maps sonic 3 to 2-4MB spac...
- Sun Mar 21, 2010 11:33 pm
- Forum: Megadrive/Genesis
- Topic: Advice on the Art of Genesis level Building
- Replies: 30
- Views: 19390
For "task" I understand some kind of procedure with his own stack, 'memory map' and register set, and with some kind of task schedule. May be "interrupt procedure" is enough. One for debug proposes (zero division,...), one for VINT, one for RESET, and one for IDLE or non-VINT code. I don't have a ti...
- Fri Mar 19, 2010 1:35 am
- Forum: Megadrive/Genesis
- Topic: Advice on the Art of Genesis level Building
- Replies: 30
- Views: 19390
Yes, I was wrong: definitely you can work with compresed map-data in active game. For one direction scroll game simply keep decompressing when you need it. For multiple direction scroll make 'zones' as TmEE said. Only one account, when screen scrolls it takes more CPU than when not. In commercial ga...
- Thu Mar 18, 2010 3:30 pm
- Forum: Megadrive/Genesis
- Topic: Advice on the Art of Genesis level Building
- Replies: 30
- Views: 19390
- Tue Mar 16, 2010 5:38 pm
- Forum: Megadrive/Genesis
- Topic: Advice on the Art of Genesis level Building
- Replies: 30
- Views: 19390
Regarding reprogramming - challenge is everything! :D To have large, interesting levels, you also need to reprogram the maps quite frequently and fast, usually involving decompression of some sort. This is a challenge, especially if a game is a fast scroller. If it doesn-t involve decompresion, I t...
- Sat Mar 13, 2010 2:48 pm
- Forum: Demos
- Topic: Game release, Uwol - Quest For Money
- Replies: 36
- Views: 42275
- Wed Mar 10, 2010 3:56 pm
- Forum: Megadrive/Genesis
- Topic: Advice on the Art of Genesis level Building
- Replies: 30
- Views: 19390
>>Each moveable independent 'thing' should be a sprite since planes are a whole thing. So all dependent drawings go to a plane. 'Independent on Plane A ... Dependent on Plane B ... Ok! No. You have: - Two big pictures named planeA and planeB* (and may be window too), usually used to draw background...
- Mon Mar 08, 2010 5:25 pm
- Forum: Megadrive/Genesis
- Topic: Advice on the Art of Genesis level Building
- Replies: 30
- Views: 19390
Each sprite/tile is mapped to one of the 4 palettes, so each tile can have up to 15 colors (or 16 if you care transparent one*), and each sprite up to 15 colors. *The deeper background can use the background color as own color. When working with backgrounds the limit are the tiles, so I recommend to...