Search found 28 matches

by astrofra
Sat Feb 15, 2020 8:36 am
Forum: Demos
Topic: 31-Color Dual Plane Images
Replies: 5
Views: 20817

Re: 31-Color Dual Plane Images

Nice technique :)

We used it in Masiaka, our Megadrive demo release at EVOKE 2017 :
https://www.pouet.net/prod.php?which=71543

It works really well on image with distinct clusters of colors. In the opposite situation, usually with digitized live sources, it needs lots of VRAM.
Some R&D could be ...
by astrofra
Mon Aug 19, 2019 6:34 pm
Forum: Demos
Topic: The Spiral, a Megadrive demo by RESISTANCE
Replies: 3
Views: 8153

The Spiral, a Megadrive demo by RESISTANCE

Hey folks,

our friend Gligli went to EVOKE last week end, to submit his latest creation (along with a team of 4 artists from the RESISTANCE demoscene group) to the "Alternative Platforms" demo competition. : The Spiral for the Sega Megadrive/Genesis
The demo ended up in 4th position (on a total of ...
by astrofra
Sun Dec 17, 2017 9:25 pm
Forum: Demos
Topic: Road to Valhalla by Julien JDM - Bounty/Banana [Megadrive version]
Replies: 1
Views: 3894

Road to Valhalla by Julien JDM - Bounty/Banana [Megadrive version]

Dear all,

Here is an adaptation of the original animation created by Julien JDM (Bounty/Banana) called "Road to Valhalla".
It was downscaled to the specs of the Megadrive, then compressed to fit on a MD cart, thanks to Gligli 's amazing audio/video compressor .

In the end, here is 1 minute of ...
by astrofra
Mon Nov 13, 2017 7:00 am
Forum: Demos
Topic: "The art of LeonBli", released at Alchimie 12, Tain l'Hermitage, France
Replies: 3
Views: 5615

"The art of LeonBli", released at Alchimie 12, Tain l'Hermitage, France

Hello,

Here is a demo/slideshow by Resistance, released in 2017 at the Alchimie 17 demoparty.
This slideshow was made in memory of LeonBli, a great pixel artist & Amiga enthusiast that left us this summer.
All pixel paintings done by LeonBli, on the Amiga computer. We had to process some of them to ...
by astrofra
Sat Aug 19, 2017 10:39 pm
Forum: Demos
Topic: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany
Replies: 17
Views: 22071

Masiaka by Resistance, released at Evoke 2017, Koeln, Germany

Hi,

we just released a Sega Megadrive contribution to the demoscene, mostly entirely built on the latest SGDK :

http://content.pouet.net/files/screenshots/00071/00071543.png

http://www.pouet.net/prod.php?which=71543

https://www.youtube.com/watch?v=d8ywzqvE5y0

Thanks Kaneda & Stef, and the ...
by astrofra
Fri Jun 09, 2017 6:10 pm
Forum: SGDK
Topic: GCC version VS performance
Replies: 27
Views: 21226

Re: GCC version VS performance

gligli wrote:Hello,
... but I think this could be useful to Megadrive developers.
For a first post, that's a hell of a post :D
by astrofra
Wed Jun 07, 2017 9:06 pm
Forum: SGDK
Topic: GCC version VS performance
Replies: 27
Views: 21226

GCC version VS performance

Dear all,

with a fellow MD coder, Gligli , we did a couple of quick experiments with the latest GCC version that could work with SGDK.
Gligli took one of my code snippets (a classic 3D starfield, sprites-based), and tried to compile it with GCC6.3.0/Binutils 2.24).

With virtually zero changes to ...
by astrofra
Tue May 02, 2017 10:16 pm
Forum: Demos
Topic: VIP 2017 Invitation (demo by Resistance)
Replies: 2
Views: 4202

Re: VIP 2017 Invitation (demo by Resistance)

@SegaTim : that's "OLDSKOOL GRAPHICS" rules that you are reading (not oldschool demos) :)
by astrofra
Sun Apr 30, 2017 7:48 am
Forum: Demos
Topic: OVERDRIVE II
Replies: 29
Views: 59195

Re: OVERDRIVE II

Thanks, Titan, for such an inspirational work with an incredible amount of R&D.
by astrofra
Sun Apr 30, 2017 7:23 am
Forum: Demos
Topic: VIP 2017 Invitation (demo by Resistance)
Replies: 2
Views: 4202

VIP 2017 Invitation (demo by Resistance)

Hi !

As the friends of Popsy Team are organizing a demoparty next month , I created a small demo in the old tradition of "demo invitation".

It was done really quickly by assembling a series of snippets I had on my Github.
Some may recognize a piece of the sprite benchmark from SGDK. The 'donut ...
by astrofra
Sat Jan 14, 2017 7:19 am
Forum: SGDK
Topic: Problems with Highlight Shadow Mode
Replies: 7
Views: 9331

Re: Problems with Highlight Shadow Mode

Very interesting discussion, thanks for the technical explanation!
The way sprites are linearly processed absolutely makes sense, considering the age of the hardware.

I wouldn't say it is *that* limited, though.

Admittedly, sprites cannot mutually overshadow.
But a series of game sprites can ...
by astrofra
Wed Dec 07, 2016 10:55 pm
Forum: SGDK
Topic: pixels are not displayed
Replies: 14
Views: 11916

Re: pixels are not displayed

Where is the BMP_init(..) call ?
I wanted to make effect per-pixel Plasma
https://www.youtube.com/watch?v=FMfGiSZePXk&feature=youtu.be

but even random color 100*100 filled at a rate 2 fps.

Maybe you are expecting too much from a 7Mhz CPU with a tile-based framebuffer and no real chunky mode ...
by astrofra
Mon Nov 21, 2016 9:10 pm
Forum: SGDK
Topic: How do you get assembler output from GCC in SGDK
Replies: 3
Views: 4447

Re: How do you get assembler output from GCC in SGDK

Thanks dudes.
Alas, none of the above seems to work on my SGDK version. Probably, I'm not using these option the proper way.
I finally find a working alternative here :
http://www.systutorials.com/240/generate-a-mixed-source-and-assembly-listing-using-gcc/

I dump all the ASM source code directly ...
by astrofra
Wed Nov 16, 2016 8:06 pm
Forum: SGDK
Topic: How do you get assembler output from GCC in SGDK
Replies: 3
Views: 4447

How do you get assembler output from GCC in SGDK

Dear all,

I'm trying to obtain the assembler code generated out of my .C files by GCC.
The aim is to understand how my C code is translated into ASM and maybe find some way to optimize certain critical parts of my code.

The " stackoverflow" thread here mentions the -S option, that works when used ...