newbie creating genesis graphics
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this document is the scanned official sega programmer guide, I think the wellknown sega2.doc is only a manual copy of this one
the problem with sega2.doc, as I previously said in another thread, is that it is missing some chapters (the one about sprites and the one about color palettes) and also have some typing error and missing/inverted pages which the scanned doc does not have
the scanned doc can be found here, I thought you already know this site as someone gave me the link for saturn doc when I was looking for infos about teamplayer
http://www.antime.org/sega/files/Sega_G ... Manual.zip
(warning, it's 28MB !)
the problem with sega2.doc, as I previously said in another thread, is that it is missing some chapters (the one about sprites and the one about color palettes) and also have some typing error and missing/inverted pages which the scanned doc does not have
the scanned doc can be found here, I thought you already know this site as someone gave me the link for saturn doc when I was looking for infos about teamplayer
http://www.antime.org/sega/files/Sega_G ... Manual.zip
(warning, it's 28MB !)
I think most people only had a look at the first pages and thought it was exactly like sega2.doc
in fact, I initially thought the same thing, but was recently wondering why there wasn't any infos about sprites pattern in sega2.doc and remembered about this scanned doc
by the way, the appendums and technical bulletins are also quite interesting, there is one especially which gives some technical infos about Vint and Hint managment and timings... you could perhaps confirm this to me when you read it but it seems that whereas Hint always remain pending as long it has not been acknowledged by the CPU, Vint occurence is only valid for a short time
another thing is that the VDP can not make the difference between Hint ack and Vint ack from the CPU
sorry to be a little off-topic
in fact, I initially thought the same thing, but was recently wondering why there wasn't any infos about sprites pattern in sega2.doc and remembered about this scanned doc
by the way, the appendums and technical bulletins are also quite interesting, there is one especially which gives some technical infos about Vint and Hint managment and timings... you could perhaps confirm this to me when you read it but it seems that whereas Hint always remain pending as long it has not been acknowledged by the CPU, Vint occurence is only valid for a short time
another thing is that the VDP can not make the difference between Hint ack and Vint ack from the CPU
sorry to be a little off-topic
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All you said is totally right ! And it tough me a long long time to figure all that. I didn't have these technical bulletins, only a few but not these ones... I was searching for them sometime ago but now i figured almost stuff, it's not anymore importantEke wrote:I think most people only had a look at the first pages and thought it was exactly like sega2.doc
in fact, I initially thought the same thing, but was recently wondering why there wasn't any infos about sprites pattern in sega2.doc and remembered about this scanned doc
by the way, the appendums and technical bulletins are also quite interesting, there is one especially which gives some technical infos about Vint and Hint managment and timings... you could perhaps confirm this to me when you read it but it seems that whereas Hint always remain pending as long it has not been acknowledged by the CPU, Vint occurence is only valid for a short time
another thing is that the VDP can not make the difference between Hint ack and Vint ack from the CPU
sorry to be a little off-topic
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hi all.
my objectif is a add a sprite in my MD roms.
So i converted my bmp to a C code with gentile.
and with the Stef's compilateur i compiled my code but in finish my sprite was corrupted?
so that is my code if you can help me:
http://fandeconsoles.free.fr/prog/dbz_test.rar
my objectif is a add a sprite in my MD roms.
So i converted my bmp to a C code with gentile.
and with the Stef's compilateur i compiled my code but in finish my sprite was corrupted?
so that is my code if you can help me:
http://fandeconsoles.free.fr/prog/dbz_test.rar
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bastien you can only be french (LOL)
const unsigned char dbz_tiles[512]? Those are the sprite tiles?
They weren't well converted...
If you look at:
and select the first 8*8 pixels of your bitmap, you will see that your first tile is completely white, but the block you selected in the bitmap has some black pixels in it...
const unsigned char dbz_tiles[512]? Those are the sprite tiles?
They weren't well converted...
If you look at:
Code: Select all
const unsigned char dbz_tiles[512]={
0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,
[...]};
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Genitile should work... that's the one converting tiles for Tavern RPG...
But if you want an alternative, that's the one I use for my personal projects: Imagenesis 4000.
http://devster.monkeeh.com/sega/imagenesis/
It supports multiple modes color modes, more than one plane, even modes for 32X.
And you can export in C, Assembler, Binary, etc...
If it doesn't work at first, just download the runtimes as instructed in the webpage.
But if you want an alternative, that's the one I use for my personal projects: Imagenesis 4000.
http://devster.monkeeh.com/sega/imagenesis/
It supports multiple modes color modes, more than one plane, even modes for 32X.
And you can export in C, Assembler, Binary, etc...
If it doesn't work at first, just download the runtimes as instructed in the webpage.
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GIMP will dump paletted images to C, but it assumes the image to be 256 color, even when it's not, so it would require a slight bit more work to get it into a form the Genny can use. It would be good for that one mode of the SEGA CD that requires the nibbles to be in separate bytes. So GIMP can be used straight for that one CD mode (and the 32X of course), but would need one more step for regular Genesis graphics.tinctu wrote:Is there any crossplatform paint for PC???I mean paint tool that will be able to save in SEGA MD/GENESIS format???And small viewer for run that pictures on SEGA MD/GENESIS???
(It is not bad idea for future - for game pictures ,pixelart scene...)
tinctu wrote:Is there any crossplatform paint for PC???I mean paint tool that will be able to save in SEGA MD/GENESIS format???And small viewer for run that pictures on SEGA MD/GENESIS???
I've just made a GIMP plugin for save on megadrive (genesis) format. It exports tiles and, optionally, the palette.Chilly Willy wrote:GIMP will dump paletted images to C, but it assumes the image to be 256 color, even when it's not, so it would require a slight bit more work to get it into a form the Genny can use. It would be good for that one mode of the SEGA CD that requires the nibbles to be in separate bytes. So GIMP can be used straight for that one CD mode (and the 32X of course), but would need one more step for regular Genesis graphics.
Chilly, I don't know anything about SEGA CD/32x format. If you could help me to complete my plugin....
By now, you can choose tile size (8x8, 16x16, 32x32) and export format: gnu asm, c code or binary.
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Cool! I'd love a GIMP plugin for SEGA export. That would make things much easier.rodolforg wrote:tinctu wrote:Is there any crossplatform paint for PC???I mean paint tool that will be able to save in SEGA MD/GENESIS format???And small viewer for run that pictures on SEGA MD/GENESIS???I've just made a GIMP plugin for save on megadrive (genesis) format. It exports tiles and, optionally, the palette.Chilly Willy wrote:GIMP will dump paletted images to C, but it assumes the image to be 256 color, even when it's not, so it would require a slight bit more work to get it into a form the Genny can use. It would be good for that one mode of the SEGA CD that requires the nibbles to be in separate bytes. So GIMP can be used straight for that one CD mode (and the 32X of course), but would need one more step for regular Genesis graphics.
Chilly, I don't know anything about SEGA CD/32x format. If you could help me to complete my plugin....
By now, you can choose tile size (8x8, 16x16, 32x32) and export format: gnu asm, c code or binary.
You should probably look at the CD and 32X manuals for good descriptions of the graphics. The main thing you want to look at with the SEGA CD is making stamp maps. The 32X is pretty much "regular" graphics - you have a 256 color paletted mode, and a 15bit direct color mode. It also has an RLE mode, that being the odd-ball as far as 32X graphics go. As I said, it would be best if you refer to the manuals. You can find those on Fonzie's web page here:
http://www.genny4ever.net/index.php?page=docs