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Posted: Sun Aug 02, 2015 10:31 am
by nolddor
Ahá! Maybe this is the reason because i cant find this ROM hahahaha

Posted: Sun Aug 02, 2015 10:35 am
by HardWareMan
I don't see any cartridge size limit using custom bank switching. It's all about GSDK requirements. And yes, fully compatible scheme can use only 4 MBytes linear window at $000000 - $3FFFFF. It's easy using CE0.

Posted: Sun Aug 02, 2015 12:10 pm
by matteus
nolddor wrote:Ahá! Maybe this is the reason because i cant find this ROM hahahaha
Ha ha yes sorry about that I'll probably release something once I've got a fuller build with less animation gaps!
HardWareMan wrote:I don't see any cartridge size limit using custom bank switching. It's all about GSDK requirements. And yes, fully compatible scheme can use only 4 MBytes linear window at $000000 - $3FFFFF. It's easy using CE0.
Indeed I'd love to create something totally custom with the help of an animator working completely within the restrictions of 32MEG :) along the same lines as road avenger or cobra command. Animators unlike us programmers want £££ though :)

Posted: Sun Aug 02, 2015 12:18 pm
by nolddor
matteus wrote:
Ha ha yes sorry about that I'll probably release something once I've got a fuller build with less animation gaps!
No problem. I'll wait you xDDDD I really love your work

Re: Project Matteus - SGDK - Thundercats Intro

Posted: Wed Sep 23, 2015 12:30 pm
by matteus
Thought you might appreciate this :) A demo I threw together! It's not perfect as I didn't fully optimise the colour palettes on any of the animation and ResComp has messed up a few frames! This is two roms being played btw.

https://www.youtube.com/watch?t=13&v=hO_duAwZV9I

Re: Project Matteus - SGDK - Thundercats Intro

Posted: Thu Sep 24, 2015 9:41 pm
by nolddor
Seems pretty cool!

Re: Project Matteus - SGDK - Thundercats Intro

Posted: Mon Oct 05, 2015 4:27 pm
by matteus
nolddor wrote:Seems pretty cool!
I've just seen all your work! It's all very cool :)