Search found 75 matches
- Sun May 21, 2017 9:54 am
- Forum: Hardware
- Topic: New Menacer hardware?
- Replies: 7
- Views: 14261
Re: New Menacer hardware?
Not to necrobump a year-old post, but any news bob on the internals of how this Menacer GOAC works?
- Fri Apr 21, 2017 5:19 am
- Forum: SGDK
- Topic: IMAGE Font load section
- Replies: 11
- Views: 8070
Re: IMAGE Font load section
TMK, the easiest thing to do would be to just resize your letters to single 8x8 px tiles (like SGDK's normal default font), and upload to VRAM the image's tiles to overwrite the default SGDK font. Take a look at VRAM in the debuggers of Gens KMod/your emulator to get the base VRAM addr offset to use...
- Sat Feb 11, 2017 4:26 pm
- Forum: Megadrive/Genesis
- Topic: XBAND, Mega Net 2, and Mega Drive Keyboards
- Replies: 20
- Views: 16068
Re: XBAND, Mega Net 2, and Mega Drive Keyboards
So, based on the knowledge I have atm, the plan of action is as follows: * Compile this source code and compare it with available dumps of XBAND After looking through the source, it doesn't appear to be complete . For instance, GameLib/controls.c imports a header file called "SegaOS.h" which doesn'...
- Sat Nov 19, 2016 5:47 am
- Forum: Megadrive/Genesis
- Topic: Cool stuff
- Replies: 1
- Views: 3457
Re: Cool stuff
- Updated SMEG Sound Engine (18 channels, 10 for MD only) SoundTest - This was just for debugging SMEG, you can see the channels played on-screen z80drv - the Z80 side of SMEG: 1 channel but can note-shift, amiga style press UP or DOWN to hear the pitch changes (INSTANT VAPORWAVE) Ooh, DAC note-shi...
- Wed Jul 20, 2016 12:07 am
- Forum: SGDK
- Topic: SGDK CodeBlocks Setup issues
- Replies: 15
- Views: 16807
Re: SGDK CodeBlocks Setup issues
Did everything Lion say to do, and got Code::Blocks 16.01 to compile again with my project . Thanks!
- Wed Jun 29, 2016 10:13 pm
- Forum: SGDK
- Topic: SGDK CodeBlocks Setup issues
- Replies: 15
- Views: 16807
Re: SGDK CodeBlocks Setup issues
Haven't tried to install SGDK/Code::Blocks since the OP; but I will try to set it up it again this week and let everybody know how it works. From the pictures, looks like the setup is slightly different from the older version of Code::Blocks that I previously used.
- Thu May 26, 2016 9:16 pm
- Forum: SGDK
- Topic: MegaCD compilation
- Replies: 2
- Views: 3350
Re: MegaCD compilation
If all you are looking for is to use the Mega CD hardware for playing CDDA (instead of running the game code from CD), the easiest solution would be to use Mode 1 support in SGDK on top of the standard Genesis SGDK code. The code for the project in the post also has a Sega CD build process which you...
- Sun May 15, 2016 2:35 am
- Forum: SGDK
- Topic: SGDK CodeBlocks Setup issues
- Replies: 15
- Views: 16807
SGDK CodeBlocks Setup issues
Having purchased a new replacement laptop in February after the old one bit the dust, I'm looking forward to resuming work once again on homebrew development for the Sega Genesis, especially to finally stop procrastinating and to finish Ultra Air Hockey for a possible physical release. However, I'm ...
- Tue Apr 05, 2016 4:58 am
- Forum: Hardware
- Topic: New Menacer hardware?
- Replies: 7
- Views: 14261
Re: New Menacer hardware?
I figure if anybody could help me It would be on this forum, so here goes... So does anybody know if this could be rewired to have a controller plug? I would love to use this as a replacement to the original Sega Menacer, as it has a more traditional shape and no separate IR sensor. P.S. The AtGame...
- Sat Mar 19, 2016 5:34 am
- Forum: Hardware
- Topic: Savegame drive idea
- Replies: 23
- Views: 30348
Re: Savegame drive idea
Have you looked at Future Driver's/MtChocolate's Sweet Rammy project ? It is a circuit that can dump SRAM from retail carts via a joypad serial port, running a ripper program (via a flashcart), swapping out with a target cart, and then saving the data via a USB port to a PC. Should just need some mo...
- Tue Mar 15, 2016 11:44 pm
- Forum: Hardware
- Topic: Hardware and Software Developers Needed for Project
- Replies: 15
- Views: 22761
Re: Hardware and Software Developers Needed for Project
Somewhat old, but the closest thing so far to a "modern", working XBAND attempt is Krikzz's (of EverDrive fame) NES BattleCity port with online support (using a PC as a modem, the USB port of the Mega Everdrive, and the MED's exclusive SSF-EX mapper) YouTube video Relevant Krikzz forum link Probably...
- Wed Feb 03, 2016 11:07 pm
- Forum: SGDK
- Topic: Sprite Engine Help
- Replies: 18
- Views: 14287
Re: Sprite Engine Help
For your power-ups, maybe it's an init link problems. I can't have time to compile and test because you use a specific batch. I think, when you use the sgdk sprite-engine, you can't allow empty slot between sprites. And we see the mess in your link satb. #define SOff_paddle 0 //Always 0 232 #define...
- Wed Feb 03, 2016 2:07 am
- Forum: Hardware
- Topic: Hmmmm.......?
- Replies: 25
- Views: 46162
Re: Hmmmm.......?
Nice to see it working in the videos, and FAST! Those specs are a beast. I believe in the cart now .
(And sorry for the somewhat rude post back in June. )
(And sorry for the somewhat rude post back in June. )
- Wed Feb 03, 2016 2:02 am
- Forum: SGDK
- Topic: Sprite Engine Help
- Replies: 18
- Views: 14287
Re: Sprite Engine Help
Hate to bump, but still trying to debug the issues. Next important graphics-related issues to fix are some sprites disappearing... Not sure why, but when I enable the powerups options variables (Opts[2]=PTRUE in main.h) and the game attempts to display the saved and active powerups for each player o...
- Sat Jan 30, 2016 11:37 pm
- Forum: Blabla
- Topic: Problems accessing Spritesmind
- Replies: 19
- Views: 26309
Re: Problems accessing Spritesmind
Spritesmind is mysteriously working again for me without a VPN .