Angry birds demo in MegaDriver

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zhengyaxin_8bit
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Post by zhengyaxin_8bit » Sat Jun 23, 2012 12:30 pm

TmEE co.(TM) wrote:photobucket and imgur are some free places to put images.
photobucket and imgur can put other data except images?

Chilly Willy
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Post by Chilly Willy » Sat Jun 23, 2012 5:22 pm

Avoid RapidShare - it's so bad most folks call it RabidSwear. I have free accounts on both FileDen and MediaFire, and have reasonably good luck with the two.

Christuserloeser
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Post by Christuserloeser » Mon Jun 25, 2012 10:47 pm

This is FANTASTIC! Very good work! :D
http://www.DCEvolution.net - Gigabytes of free Dreamcast software for you

Image

KanedaFr
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Post by KanedaFr » Tue Jun 26, 2012 8:43 pm

mirror : http://gendev.spritesmind.net/files/sha ... dsdemo.rar

(my own way to congrats you !)

zhengyaxin_8bit
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Post by zhengyaxin_8bit » Wed Jun 27, 2012 2:16 pm

KanedaFr wrote:mirror : http://gendev.spritesmind.net/files/sha ... dsdemo.rar

(my own way to congrats you !)
Thank you very musch! :D
The Gen-debuger is writed by you?
Image

I used it to watch some memory unit,and vdp's status etc, it's very usefull. But I think that somewhere will need improved. Can you
append more debuger function, "step into","step out","step over","set breakpoint for cpu address or R/W ram","set breakpoint for R/W vdp vrom,crom,scrollrom",

Now, The debug code is a difficult work for me,Have you a good way?

zhengyaxin_8bit
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Post by zhengyaxin_8bit » Wed Jun 27, 2012 2:24 pm

Image

KanedaFr
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Post by KanedaFr » Wed Jun 27, 2012 8:46 pm

Yeah, I'm behind Gens KMod while Stef is behind Gens
I won't update it anymore.
We are all waiting for version of Medarin but it seems he doesn't work on it anymore :(

Stef
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Post by Stef » Thu Jun 28, 2012 8:46 am

KanedaFr wrote:Yeah, I'm behind Gens KMod while Stef is behind Gens
I won't update it anymore.
We are all waiting for version of Medarin but it seems he doesn't work on it anymore :(
He does ;) but he want a sort of multi system debugger (and so not only for Gens) so it takes sometime to design it.

Stef
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Post by Stef » Thu Jun 28, 2012 8:48 am

zhengyaxin_8bit wrote:
KanedaFr wrote:mirror : http://gendev.spritesmind.net/files/sha ... dsdemo.rar

(my own way to congrats you !)
Thank you very musch! :D
The Gen-debuger is writed by you?
Image

I used it to watch some memory unit,and vdp's status etc, it's very usefull. But I think that somewhere will need improved. Can you
append more debuger function, "step into","step out","step over","set breakpoint for cpu address or R/W ram","set breakpoint for R/W vdp vrom,crom,scrollrom",

Now, The debug code is a difficult work for me,Have you a good way?
The new features you're asking it is exactly what Medarin is working on ;)

djcouchycouch
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Post by djcouchycouch » Thu Jun 28, 2012 11:07 am

Has he ever given a roadmap as to when he'll release something?

Stef
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Post by Stef » Thu Jun 28, 2012 1:18 pm

djcouchycouch wrote:Has he ever given a roadmap as to when he'll release something?
Not really, i believe he does not have many free time but at least he seems really motived :)

sega16
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Post by sega16 » Sat Jun 30, 2012 8:37 pm

I noticed you have trouble with having to draw too many lines I have wrote a program that draws the lines in real time on the genesis and displays it on the screen this avoids using the full screen bmp buffer and saves ram.

Code: Select all

#include <genesis.h>
//this demo demonstrates what is called a small bmp
//this is useful for if you just want to draw a line some were on the screen
//bmp_size is in tiles
//change bmp_size_x and bmp_size_y to set the size of the mini_bmp buffer

#define bmp_size_x 8
#define bmp_size_row bmp_size_x*4
#define bmp_size_y 8
#define bmp_size_y_pixel bmp_size_y*8
#define bmp_tiles_total bmp_size_x*bmp_size_y
#define bmp_size_bytes_total bmp_tiles_total*32
u8 bmp_buffer[bmp_size_bytes_total];
//bmp_begin_tile is determains were the bmp outputed tiles are stored in the vram
void set_two_pixel(u16 x,u16 y,u8 color)
{
    bmp_buffer[(y*bmp_size_row)+x]=color;
}
s16 abs_gen(s16 val)
{
    if (val < 0) val = -val;
    return val;
}

void draw_line(s16 x0,s16 y0,s16 x1,s16 y1,u8 color)
{
   //dx := abs(x1-x0)
   s16 dx=abs_gen(x1-x0);
   //dy := abs(y1-y0)
   s16 dy=abs_gen(y1-y0);
   s8 sx,sy;
   //if x0 < x1 then sx := 1 else sx := -1
   if (x0 < x1)
   {
     sx=1;
   }
   else
   {
    sx=-1;
   }
  // if y0 < y1 then sy := 1 else sy := -1
  if (y0 < y1)
  {
   sy=1;
  }
  else
  {
   sy=-1;
  }
   //err := dx-dy
   s16 err=dx-dy;
  // loop
  while (1)
  {
    // setPixel(x0,y0)
    set_two_pixel(x0,y0,color);
     //if x0 = x1 and y0 = y1 exit loop
     if (x0 == x1 && y0 == y1)
     {
      break;
     }
     //e2 := 2*err
     s16 e2=2*err;
    // if e2 > -dy then
    //if (e2 > -dy)
    if (e2 > -dy)
    {
      // err := err - dy
      err-=dy;
      // x0 := x0 + sx
      x0+=sx;
    }
     //end if
     //if e2 <  dx then
     if (e2 < dx)
     {
       //err := err + dx
       err+=dx;
       //y0 := y0 + sy
       y0+=sy;
     //end if
     }
  }
   //end loop
}
void bmp_clear()
{
    u16 clear_loop=bmp_size_bytes_total;
    while (clear_loop--)
    {
        bmp_buffer[clear_loop]=0;
    }
}

int main()
{
    //first place the tiles that will be the bmp_buffer
    //void VDP_fillTileMapRectInc(u16 plan, u16 basetile, u16 x, u16 y, u16 w, u16 h)
    VDP_fillTileMapRectInc(APLAN,1,0,0,bmp_size_x,bmp_size_y);//change the 0,0 to the loaction in tiles of were you want the line to apper
    while (1)
    {
        u16 x,y;
        for (y=0;y<bmp_size_y_pixel;y++)
        {
            for (x=0;x<bmp_size_row;x++)
            {
                draw_line(x,y,0,0,0xFF);//color is two colors packed into one byte
                //void VDP_loadBMPTileData(const u32 *data, u16 index, u16 w, u16 h, u16 bmp_w);
                VDP_loadBMPTileData((const u32*)bmp_buffer, 32, bmp_size_x, bmp_size_y, bmp_size_x);
                bmp_clear();
                VDP_waitVSync();
            }
        }
        for (y=0;y<bmp_size_y_pixel;y++)
        {
            for (x=0;x<bmp_size_row;x++)
            {
                draw_line(bmp_size_row,bmp_size_y_pixel,x,y,0xFF);//color is two colors packed into one byte
                //void VDP_loadBMPTileData(const u32 *data, u16 index, u16 w, u16 h, u16 bmp_w);
                VDP_loadBMPTileData((const u32*)bmp_buffer, 32, bmp_size_x, bmp_size_y, bmp_size_x);
                bmp_clear();
                VDP_waitVSync();
            }
        }

    }
}


KanedaFr
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Post by KanedaFr » Thu Aug 16, 2012 3:01 pm


djcouchycouch
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Post by djcouchycouch » Thu Aug 16, 2012 3:12 pm


KanedaFr
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Post by KanedaFr » Thu Aug 16, 2012 3:23 pm

zhengyaxin_8bit, is it a release or a "pirate" version of your version ?

or, perhaps, it is the first "commercial" release of a game with SGDK ?!

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