Search found 50 matches
- Tue Jun 28, 2022 5:17 pm
- Forum: Demos
- Topic: 2.5D engine demo for Megadrive/Genesis
- Replies: 9
- Views: 20654
Re: 2.5D engine demo for Megadrive/Genesis
I follow you in Twt then I already saw your progress. Impresive!
Did u think about add a "doom soldier" instead card and let him follow you?
Sure, although the keycard is just placeholder art, I'm not making a doom clone :)
I'm making a rle optimizer tool right now and have some art to test
- Tue Jun 28, 2022 3:44 am
- Forum: Demos
- Topic: 2.5D engine demo for Megadrive/Genesis
- Replies: 9
- Views: 20654
Re: 2.5D engine demo for Megadrive/Genesis
I added a couple things recently, so I think it might be worth posting.
Now it can render objects, print messages to the bottom of the screen with a variable-width font, and you can pick up the blue keycard here .
Now it can render objects, print messages to the bottom of the screen with a variable-width font, and you can pick up the blue keycard here .
- Mon Mar 07, 2022 9:24 am
- Forum: Demos
- Topic: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
- Replies: 12
- Views: 18668
Re: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
Sorry, I forgot there were many developers on this forum and tried to dumb down my explanations.
There is not enough VRAM available to cover this scenario. This actually was the first issue I had when attempting an undo feature.
For now, I only see the possibility to reduce canvas (which I don't ...
- Mon Mar 07, 2022 5:34 am
- Forum: Demos
- Topic: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
- Replies: 12
- Views: 18668
Re: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
> User would have to consider these 2 layers constantly and tools would need to react considering both too. This would be too difficult to comprehend.
I don't mean to argue, but as a programmer I'm thinking about how to solve this problem.
If you have enough VRAM and RAM for a bitmap for both ...
I don't mean to argue, but as a programmer I'm thinking about how to solve this problem.
If you have enough VRAM and RAM for a bitmap for both ...
- Sun Mar 06, 2022 5:54 pm
- Forum: Demos
- Topic: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
- Replies: 12
- Views: 18668
Re: LIZARDPAINT - paint what you want on your SEGA Genesis / Megadrive
Very cool project.
Is it possible to use both planes to support up to 31 colors?
Is it possible to use both planes to support up to 31 colors?
- Fri Feb 18, 2022 6:30 pm
- Forum: Demos
- Topic: 2.5D engine demo for Megadrive/Genesis
- Replies: 9
- Views: 20654
Re: 2.5D engine demo for Megadrive/Genesis
Thanks!danibus wrote: Fri Feb 18, 2022 3:43 am VERY impressive. Smooth as silk. See you in Twitter for updates.
Also suggest to change actual textures for other ones, i.e. heretic textures, I think medieval ones will be nicer than futuristic ones.
It's worth a shot, but I'm not the artist. Maybe we'll try it out
- Tue Feb 15, 2022 8:57 pm
- Forum: Demos
- Topic: 2.5D engine demo for Megadrive/Genesis
- Replies: 9
- Views: 20654
2.5D engine demo for Megadrive/Genesis
I realized I haven't posted this here until now.
For the last 2 years off and on I've been working on a couple versions of a 2.5/3D engine for megadrive/genesis.
It supports arbitrary wall angles, different floor and ceiling heights, moving floors and ceilings, textured walls, sector light levels ...
For the last 2 years off and on I've been working on a couple versions of a 2.5/3D engine for megadrive/genesis.
It supports arbitrary wall angles, different floor and ceiling heights, moving floors and ceilings, textured walls, sector light levels ...
- Mon Sep 10, 2018 6:06 pm
- Forum: Tools
- Topic: Beehive - a Mega Drive tile and map editor
- Replies: 30
- Views: 78017
Re: Beehive - a Mega Drive tile and map editor
I use GIMP for most of my work.
Do:
Image -> Mode -> Indexed...
set it to 16 colours, and export as BMP.
[s]Yeah, this is exactly what i'm doing and with no success,
I might update GIMP and see if the bewer version works.[/s]
Nevermind!
Turns out GIMP doesn't like giving indexed palettes ...
Re: Glide 32X
Note that it's possible the slow down comes from elsewhere, e.g. screwing up how you're doing the pixel writes to the framebuffer. So you need to check out that stuff first if you ever want to try again.
I remember writing a sprite blitting engine for the 32X once that I think was severely ...
- Sun Apr 16, 2017 3:29 am
- Forum: Demos
- Topic: OVERDRIVE II
- Replies: 29
- Views: 54336
Re: OVERDRIVE II
Crazy good work, wanna give us a hint on how the transparency was done?
- Sun Mar 12, 2017 8:55 pm
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 364
- Views: 545241
Re: wolfenstein demo for sega genesis
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 ...
If you want a suggestion, arrange the tiles in the same order as for sprites (i.e. first vertical then horizontal). This will guarantee ...
- Wed Mar 08, 2017 7:43 pm
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 364
- Views: 545241
Re: wolfenstein demo for sega genesis
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 ...
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 ...
- Tue Oct 04, 2016 7:05 pm
- Forum: Tools
- Topic: 68000 instruction timing from source?
- Replies: 14
- Views: 22815
Re: 68000 instruction timing from source?
What you really want is some sort of profiler.
- Wed Jul 27, 2016 7:07 am
- Forum: Demos
- Topic: Malabars Bumper (demo by Resistance)
- Replies: 6
- Views: 7292
Re: Malabars Bumper (demo by Resistance)
Yup, sorry about Gens :(
As said in the http://www.pouet.net/prod_nfo.php?which=67778 ,
http://www.astrofra.com/posts/misc/2016-07-24_091413.jpg
we stumbled on several issues with Gens, especially regarding the audio that could not replay the PCM tracks at the proper speed :/
Kega Fusion ...
As said in the http://www.pouet.net/prod_nfo.php?which=67778 ,
http://www.astrofra.com/posts/misc/2016-07-24_091413.jpg
we stumbled on several issues with Gens, especially regarding the audio that could not replay the PCM tracks at the proper speed :/
Kega Fusion ...
- Fri Jul 01, 2016 6:00 pm
- Forum: SGDK
- Topic: What do you use for sorting?
- Replies: 15
- Views: 12442
Re: What do you use for sorting?
For small lists of objects that don't move position often, insertion sort is probably the algorithm you want.
Edit: actually read the whole thread, nevermind
Edit: actually read the whole thread, nevermind