Archive for the ‘Megadrive’ Category

Replacement for SMD battery ?

May 8th, 2011

While working on my own flash card, I found interesting chips : Non-Volatile RAM Controllers.
Basically, these chips detects if power drops down and automatically switch to the battery.
As soon as my SMD will be fixed, I’ll try to use one of them to replace the killer battery of the SMD.

Electronics, Megadrive | Posted by KanedaFr

LUFA inside

May 3rd, 2011

I’m currently playing with LUFA

LUFA is a framework for AVR…like the one Teensy is based on!
I quickly found developping using Teensyduino wasn’t enought…so I switched to pure C using WinAVR under Eclipse.
I was able to reproduce the Teensy under Proteus ISIS and to test (almost) anything I want virtually…
I already made a (virtual) cart dumper just waiting for the real prototype.
Next goal is my so-wanted USB adapter for the Super Magic Drive.
Then I’ll made a low cost eeprom burner (waiting for the parts!)

The coming month will be very interesting… :)

Electronics, Megadrive | Posted by KanedaFr

Any algorithm can help you to develop a game

March 19th, 2011

I found an interesting one last week : Painter’s algorithm

I don’t know if it won’t be an overkill for the genny (draw different tiles at the same position) but it could give you something like

Megadrive | Posted by KanedaFr

A link between Genny and Flash ?

March 6th, 2011

My main job is RIA/Flex/Flash/Actionscript specialist….

I made some games prototype on Flash (and released some) but developping for Flash (oop/vector) is very different from developping for Genny (no-oop/bitmap)

Last week, I found a interesting framework for Flash : FlashPunk

FlashPunk is targeted towards games with 2D bitmap graphics, as opposed to vector graphics

So basically FlashPunk fixes one of the differences : vector vs bitmap
I could now develop retro-style games using PNG file…If my PNG files are converted 16colors bitmap , I would be able to use the same (base) source to port it to Genny !

I’ll try to adjust my coding to make the sourcecode port easy (using SGDK functions name for ex)

We’ll see in the coming weeks (months?) if I succeed
If yes, I’ll be able to make games for Genny and Android…so goooooooood !
And so motivation at its max and some money to help my research (electronic stuff…)

Megadrive | Posted by KanedaFr

Sprint Layout

January 16th, 2011

I found a very intersting software : Sprint Layout 5.0
It allows you to use a bitmap as reference to create your PCB layout….front and back sides!
I started yesterday:

I hope it will help me (and perhaps you!) to fix my Super Magic Drive

Electronics, Megadrive | Posted by KanedaFr

Mouse support

January 15th, 2011

This time, I added mouse support !

This will not be included on SGDK until I’ll be able to test and verifiy my code  on real hardware.
Everything works on Fusion but, even if Fusion is the finest one,  it is an EMULATOR, not the real thing.

Then I hope to add Justifier then Menacer too!

Megadrive | Posted by KanedaFr

AnimLib for 0.7 – fixed!

January 12th, 2011

Stef updated SGDK with a fixed sound driver…it was the culprit of my last bug on AnimLib

Great !

Megadrive | Posted by KanedaFr

Multi player support

January 12th, 2011

After the 6 buttons support, I added EA4Way and SegaTeamPlayer….
Now working on the mouse 😉

Megadrive | Posted by KanedaFr

AnimLib for 0.7

January 8th, 2011

Stef updated sgdk again, mainly in sega.s boot code (grrr!!!)
So I checked if AnimLib will still work with it

It seems nothing broke…


Megadrive | Posted by KanedaFr

MultiTap code

December 21st, 2010

2/3 of the multitap games I analyzed share the same code…
I didn’t understand why until I added ‘Multitap – Sample IO program’ rom to my list of to-analyze-game.

I think they use a code shared by Sega, but what is fun is that they used it like this…including mouse detection / reading code 😉

The code is a little complex, because of the protocol to communicate with the MultiTap.
The EA4Way is far easier to handle !

Megadrive | Posted by KanedaFr