
But anyway, I'm adding the option to save the game, so the next version will have this option, also going to add some graphics of the menus and some other things, and I've also done the last optimizations (for now) that remained to be done.

Moderator: Mask of Destiny
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A20 ---------
| | |
------------- |
--o|E A0 A1 | |
| | 0|------|--
| | 1|------|--|--------ce RAM
| | 2 2| | |
| | 3| | | ___
| | | | ---| \
| ------------- | | |----ce ROM
| | ---|___/
| ---- | |
| A21 | __|__ | | 74hc08
| | | --- | |
| ------------- - | |
!C_CE----o|E A0 A1 | | |
| 0|------|--
| 1|------
| 1 2|
| 3|
| |
-------------
74hc139
A20, A21 = Address
Of course, that makes sense.Carts with more than 2MB and SRAM that use the standard mapping don't need the ints disabled as long as you can guarantee that all code and data used by the int routines are in the first 2MB of rom. Also that the code that reads/writes the sram is in the first 2MB, obviously.
On the "Get Psyched" screen, Stef had suggested me to make a fast progress bar, and that's what I'll do, because you're right, it looks a bit weird like that.inu wrote:But that "Get Psyched!" screen; oh man it looks and feels so out of place. I've played a lot of Wolfenstein 3D back in the day, but it still totally feels like it just doesn't belong in a console game of the time, no matter how many times I go through it, and even tho it only lasts 1 second.
I guess if the bar actually randomly filled up, would likely make it feel a bit less weird though.
(It's just my view of it in the end tho.)
That also I had planned to do, could put the "sound test" within the menu option "Sound" (where you can enable/disable sounds).inu wrote:And speaking of things that belong and don't belong in consoles of the time, the game still totally needs a "Sound Test" menu! A classic, available in most games.![]()
How else can we check out those awesome tunes and sfx on demand?!
I do not think there is a difference, what happens is that now (since version b9) the game runs faster (more frames per second), and it gives the feeling that control feel more "loose" because there are more "frames" where you can see the reaction of the control, in fact, I tried the emulator Regen, with the option "slow mode" with 3%, to see how many seconds it takes to respond since pressed to one side until it moves, with the version "b8" seems rather that in some cases takes longer to respond than the version "b10". The time it takes to respond varies because the game reads control from time to time, for example when the game runs at 15fps, the control reads every 4 frames, and can therefore take up to 4 frames to respond, or may respond immediately, if when you press the button, it was by reading the control at that time (in that frame).inu wrote:I don't know if this is just me, but the controls feels slightly more "loose" in B10.
It's not hard to tell, because it's harder to aim. Think this happened in a previous version as well, can't quite recall which one.
I remember you mentioning in the Sega-16 forums, that you just MIGHT include that too in the next release, so I had to comment on it.gasega68k wrote:And about the "demo mode" (demo playback), well, that is something that is still in the "to do" list.
You're right, since I add the graphics for the menus, I do not like how it turned out the "control" menu, so I'll do it more similar to PC. On the PC, the menu "customize" is separated from "control", and so I'll do it too, in the menu "control" will be the options "3 button", "6 button" and "customize" and then, in the menu "customize" will be the configuration of buttons, depending on the type of the chosen control.inu wrote:While I know the menus are still a work very far from being complete, had a few minutes today and decided to build a mockup for the "control" menu. Since it's the only one that doesn't follow the (A)ccept (B)ack rule.
Perhaps it gives ideas on how to get it working even better, as the current double label one is not great yet.![]()