Page 23 of 25

Posted: Sat May 30, 2015 12:29 pm
by bastien
It's really awesome :twisted:
Congrats !
Did you have some video about your mode7 project/avancement too ?

Posted: Wed Aug 19, 2015 9:16 pm
by awye
This is super nice!
Thanks for sharing!
Here are some hastily done covers and a cartridge sticker :)
Can't remember who made the templates but it either was someone at sega-16, spritesmind or segaage and all props goes to them.

Cart: http://i.imgur.com/TNGdG0P.png
Box 1 http://i.imgur.com/dwF4mHz.jpg
Box 2 http://i.imgur.com/ncNV0UO.jpg
Box 3 http://i.imgur.com/erqJovZ.jpg


Download them in hq with psd's here http://sendfile.su/1147322 (includes 3 more alternative covers) :P
How to download: http://i.imgur.com/MzwreXy.png

Re: wolfenstein demo for sega genesis

Posted: Mon Sep 21, 2015 8:08 am
by Mixail
gasega68k, How progress?

Re: wolfenstein demo for sega genesis

Posted: Thu Sep 24, 2015 3:40 am
by gasega68k
Mixail wrote:gasega68k, How progress?
Well, I can say that is done, it has all levels (60), enemies, music, samples ... all like the original Wolf3D of PC :) , but need to correct some things and also want to modify some parts of code to improve it.
The size of the rom is currently 2.15MB (less than I thought). I want to try to compress some things to see if there is a possibility that the game stays in 2MB, but if this is not possible then I could add Spear of Destiny in the same Rom to fill up to 3MB or more. :)

Re: wolfenstein demo for sega genesis

Posted: Sat Sep 26, 2015 9:01 pm
by alko
Do you plan in the future create editor of sprites, textures and maps to create own game?

Re: wolfenstein demo for sega genesis

Posted: Tue Dec 08, 2015 7:09 am
by Mixail
When release Wolf 3D?

Re: wolfenstein demo for sega genesis

Posted: Tue Dec 08, 2015 11:37 am
by SegaTim
2 in 1: "Wolfenstein 3D" and "Spear of Destiny" - http://romhacking.ru/news/2015-11-10-3221
"Wolfenstein 3D" - 100% OK; "Spear of Destiny" in progress...

Re: wolfenstein demo for sega genesis

Posted: Wed Dec 30, 2015 12:25 pm
by Mixail
gasega68k, How progress?

Re: wolfenstein demo for sega genesis

Posted: Sun Jan 03, 2016 7:34 pm
by ICEknight
SegaTim wrote:2 in 1: "Wolfenstein 3D" and "Spear of Destiny" - http://romhacking.ru/news/2015-11-10-3221
"Wolfenstein 3D" - 100% OK; "Spear of Destiny" in progress...
Is there a link in there... somewhere?
Mixail wrote:gasega68k, How progress?
Hey boss, give him a break. :P

Re: wolfenstein demo for sega genesis

Posted: Tue Apr 05, 2016 8:01 am
by Mixail
gasega68k, When release Wolf 3D?

Re: wolfenstein demo for sega genesis

Posted: Tue Apr 05, 2016 4:23 pm
by inu
I'm incredibly curious too on the current status of the project. Still play the available demos every now and then, but honestly after the whole mess with some guy trying to sell his demo on ebay, I'd take a 2 or 3 year break from the project too and consider an official or semi-official release before releasing more demos.

Plus didn't gasega68k improve his engine yet again? It takes time to implement and expand all that I guess. :D Especially if he now has less free time.
One way or another I'm sure he'll let us know when he's ready to let us know. This is definitely one of the most technically impressive new homebrew games on the Mega Drive\Genesis, and he knows it too. :)

Re: wolfenstein demo for sega genesis

Posted: Tue Jun 28, 2016 8:16 am
by ICEknight
Please don't listen to this guy:
inu wrote:I'd take a 2 or 3 year break from the project too and consider an official or semi-official release before releasing more demos

Re: wolfenstein demo for sega genesis

Posted: Wed Mar 08, 2017 7:43 pm
by ehaliewicz
Can anybody explain the method this game uses for drawing columns?

I'm working on a demo that draws columns but I would like to rotate my buffer in software from row to column order (to allow fast drawing of vertical columns by writing multiple pixels at once), and I had the idea that this demo achieves this same optimization via DMA tricks combined with how the VDP planes are set up.

Re: wolfenstein demo for sega genesis

Posted: Fri Mar 10, 2017 10:59 pm
by Sik
The rotation would completely negate any advantage, not to mention that the scaling would already prevent you from manipulating multiple pixels at once like that.

If you want a suggestion, arrange the tiles in the same order as for sprites (i.e. first vertical then horizontal). This will guarantee that any two consecutive pixels within a column will be 4 bytes apart. You can definitely find some good optimization for that.

Re: wolfenstein demo for sega genesis

Posted: Sun Mar 12, 2017 8:55 pm
by ehaliewicz
Sik wrote:The rotation would completely negate any advantage, not to mention that the scaling would already prevent you from manipulating multiple pixels at once like that.

If you want a suggestion, arrange the tiles in the same order as for sprites (i.e. first vertical then horizontal). This will guarantee that any two consecutive pixels within a column will be 4 bytes apart. You can definitely find some good optimization for that.
Yeah, that's what I meant. Not real-time rotation, but using a column-major (vertical first) array rather than row order.