Search found 452 matches

by ob1
Fri Jun 25, 2021 11:01 pm
Forum: Super 32X
Topic: Experimenting with 32x sprite drawing and scaling techniques
Replies: 1
Views: 263

Re: Experimenting with 32x sprite drawing and scaling techniques

Multiple scaled 32x32 sprites ~150 sprites
These results are just insanely great.
I’ve been working on 32x 2D for a long time, and what you’ve achieved totally blows my mind!
Congratulations to you.
by ob1
Fri Jun 04, 2021 11:45 am
Forum: Megadrive/Genesis
Topic: Releasing on Steam (and similar platforms)
Replies: 10
Views: 1254

Re: Releasing on Steam (and similar platforms)

By the way, regarding editors, you definitely should get in touch with segatim
The guy just issued two brand-new games in cartridges. See the demo subforum here viewforum.php?f=8
by ob1
Fri Jun 04, 2021 11:42 am
Forum: Demos
Topic: Release "Space flies attack" for Sega Genesis / MD
Replies: 11
Views: 3305

Re: InDev Space flies attack for Sega Genesis / MD

Wow that’s two brand-new games in less than one week? What a great time to follow Sega Genesis scene.
Congratulations to you!!
by ob1
Thu Jun 03, 2021 8:25 pm
Forum: Demos
Topic: Release Mega Marble World 2 for Sega MD / Genesis
Replies: 13
Views: 7224

Re: WIP Mega Marble World 2 for Sega MD / Genesis

Great achievement. Congratulations!!
by ob1
Thu Jun 03, 2021 1:15 pm
Forum: Megadrive/Genesis
Topic: Releasing on Steam (and similar platforms)
Replies: 10
Views: 1254

Re: Releasing on Steam (and similar platforms)

That one hurt because it's true and it applies so much to me :lol: Didn't mean to hurt you. We're hobbyist. It's very easy to start a game, a bit less to get a proof-of-concept (that's usually my stop), very hard to get a game almost finished, and insanely hard to have an actual game. Hence the "go...
by ob1
Thu Jun 03, 2021 12:31 pm
Forum: Megadrive/Genesis
Topic: Releasing on Steam (and similar platforms)
Replies: 10
Views: 1254

Re: Releasing on Steam (and similar platforms)

It's a great question. Steam may be a solution. Moreover, there have been a bunch a new - great - games that have been published quite recently. I would suggest you to get in touch with their editors. I bet they would happily ship another good game. But, if you ask me, it's a great question that sho...
by ob1
Sun May 30, 2021 3:53 am
Forum: Super 32X
Topic: Exploring Space Harrier and Afterburner 32x
Replies: 7
Views: 1131

Re: Exploring Space Harrier and Afterburner 32x

This topic, and everything you have discovered so far, is nothing short of amazing!!!
Congratulations to you!!!
by ob1
Tue May 25, 2021 2:34 pm
Forum: Super 32X
Topic: Private RAM vs SDRAM
Replies: 0
Views: 595

Private RAM vs SDRAM

I've done some testing regarding private RAM (cache used as RAM), and how it compares to cache-through SDRAM. My code is something like this : main: ADD #2,R2 ; R2 = counter AND R3,R1 ; R3 = Address Mask. M: $3FFFF ; S: $C00007FF. Not needed for 16-bit tests BRA main MOV.W @R1+,R0 ; R1 = Read Addres...
by ob1
Tue May 25, 2021 12:52 pm
Forum: Super 32X
Topic: VDP FILL Function
Replies: 3
Views: 510

Re: VDP FILL Function

done some testing on a real PAL 32X, and FILL is ~36% faster than ASM loops.
Your mileage may vary.
by ob1
Fri May 21, 2021 8:21 pm
Forum: Super 32X
Topic: Concurrency penalty
Replies: 3
Views: 754

Re: Concurrency penalty

Glad it helps ^^
by ob1
Fri May 21, 2021 8:20 pm
Forum: Super 32X
Topic: VDP FILL Function
Replies: 3
Views: 510

Re: VDP FILL Function

That's exactly the stuff I want to try next.
Beforehand, I would say that the FILL is a bit faster than a well optimized loop, but I'll have us the numbers ^^
by ob1
Fri May 21, 2021 6:48 am
Forum: Super 32X
Topic: VDP FILL Function
Replies: 3
Views: 510

VDP FILL Function

Hello to you all. I've been toying around with the VDP FILL function, and especially, trying to trigger it again while already filling. Here's my code: MOV.L !AUTOFILL,R4 ; $20004104 MOV #LINE_WIDTH,R0 ; 40 pixels MOV.W R0,@R4 ; Set Length MOV.L !FRAME_BUFFER2,R0 ; $24000200+128*FB_WIDTH SHLR R0 MOV...
by ob1
Wed May 19, 2021 9:07 pm
Forum: Super 32X
Topic: Neo Geo 32X
Replies: 12
Views: 12350

Re: Neo Geo 32X

It was just something like this :
https://youtu.be/hlLwG3sYFBs
by ob1
Wed May 19, 2021 8:46 pm
Forum: Super 32X
Topic: 32X SCI Use
Replies: 6
Views: 7697

Re: 32X SCI Use

All right, by looking into Sega SDK\SEGADTS\32X\DEMO\SOJ_32X, I could achieve something (well, I sent a byte from Master to Slave on real Hardware). Here's the stuff: initMaster: * ... MOV #$80,R4 MOV #74,R5 MOV #$20,R6 ; TE | SCK is output BSR initSci NOP * ... with initSci: * IN R4 SMR * R5 BRR * ...
by ob1
Wed May 19, 2021 7:06 am
Forum: Super 32X
Topic: DMA DEI
Replies: 5
Views: 1982

Re: DMA DEI

I've set the IE bit,
I have defined a vector in the VCRDMA,
defined a function address in the VBR,
then set up CHRC as $44E5 instead of $44E1.
I've done the same test on real PAL hardware, and it doesn't seem to work either :/