Search found 275 matches

by cero
Tue May 12, 2020 8:28 am
Forum: Megadrive/Genesis
Topic: VDP 8x16 Interlace Mode
Replies: 7
Views: 649

Re: VDP 8x16 Interlace Mode

It looks bad on many TVs.
by cero
Mon May 11, 2020 5:45 pm
Forum: SGDK
Topic: Need some help with moving levels maps (SGDK)
Replies: 1
Views: 309

Re: Need some help with moving levels maps (SGDK)

I usually structure the main loop like this.

Code: Select all

level = 1;

while (1) {
  loadLevel();
  play();
}
So if you move to level 2, "level = 2; break out of game loop; fade out, etc etc".
by cero
Wed Apr 22, 2020 8:06 am
Forum: Megadrive/Genesis
Topic: Alternative to Vasm assembler?
Replies: 27
Views: 1875

Re: Alternative to Vasm assembler?

There is such a Windows gas included in sgdk. That said, eww, Windows.
by cero
Thu Apr 09, 2020 5:15 pm
Forum: Demos
Topic: Debtor for Sega MD / Genesis
Replies: 3
Views: 996

Re: Debtor for Sega MD / Genesis

Those backgrounds are really busy. Reducing their contrast would help a lot.
by cero
Thu Apr 09, 2020 5:13 pm
Forum: Cartridge
Topic: Designing MD sdcard flashcart for fun, advice?
Replies: 36
Views: 12271

Re: Designing MD sdcard flashcart for fun, advice?

Mr. Shakycam needs a tripod ;)
by cero
Tue Mar 31, 2020 8:23 am
Forum: SGDK
Topic: Brainstorming a way to hscan colors in SGDK
Replies: 10
Views: 860

Re: Brainstorming a way to hscan colors in SGDK

You may have to wait for the next hblank in your code. ------------- *>>> >>>>>>>>===== ------------- Pretty ascii art. Say the h irq fires at *, which is too late for your code to hit hblank. Insert nops or other constant-time waiting, >, the right amount so that your code, =, hits exactly the righ...
by cero
Mon Mar 09, 2020 8:52 am
Forum: Mega/SegaCD
Topic: Best solution for anime VisualNovel
Replies: 3
Views: 1930

Re: Best solution for anime VisualNovel

I suppose you could interleave video and lower quality audio in the normal 1x (150kb/s) read rate, though with the finicky system each cd hickup will mean a small freeze then.
by cero
Fri Feb 28, 2020 8:25 am
Forum: Hardware
Topic: Proper USB power mod for the Megadrive 2
Replies: 5
Views: 2934

Re: Proper USB power mod for the Megadrive 2

Beyond the cd issue, I don't think usb gives enough power? The original PSU was something like 10V 1.2A = 12W, while usb only gives 5V 0.5A = 2.5W. Maybe you're connecting to a standalone usb charger rated for 2.5A, using usb charging cables (not regular data cables!), but that's a slightly rare set...
by cero
Sat Jan 25, 2020 10:52 am
Forum: SGDK
Topic: Convert PCM to XGM
Replies: 11
Views: 3781

Re: Convert PCM to XGM

I suppose he wants to emulate a WAV using either synth or PSG, like those ancient speech synthesizers did. It'd sound bad/metallic/robotic/etc, and I don't think any such kit exists for Genesis.
by cero
Wed Nov 27, 2019 10:14 am
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 4497

Re: m68k at risk of being dropped from gcc 11

m68k has been saved.
by cero
Mon Nov 25, 2019 8:22 am
Forum: Tools
Topic: Aseprite Mega Drive Digitizer
Replies: 16
Views: 9085

Re: Aseprite Mega Drive Digitizer

Software solution to a hardware problem ;) The quick solution would have been a composite out for your computer.

This is still cool, and one more use of the usb connection is good.
by cero
Wed Oct 30, 2019 7:10 pm
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 4497

m68k at risk of being dropped from gcc 11

The m68k backend is at risk of being dropped from gcc release 11. It uses some old conventions, and needs to be updated. There's a bounty open, currently 5,3k $: https://www.bountysource.com/issues/80706251-m68k-convert-the-backend-to-mode_cc-so-it-can-be-kept-in-future-releases Having a modern gcc ...
by cero
Fri Oct 11, 2019 5:17 pm
Forum: SGDK
Topic: Sprite half in front of PLAN_A and the other half behind.
Replies: 8
Views: 3736

Re: Sprite half in front of PLAN_A and the other half behind.

You have another sprite covering your high-prio-bit sprite. That low-prio-bit sprite is higher in sprite priority, which means it covers your high-prio-bit sprite, but lower in the plane bit priority, which means it's below the high-prio plane. Tricks like this are commonly used back to the NES era ...
by cero
Sun Oct 06, 2019 8:12 am
Forum: SGDK
Topic: Help with crash
Replies: 5
Views: 2995

Re: Help with crash

You can try addr2line with the generated .elf file and that PC address. Verify with a debugging emulator, use the memory view and see what asm is at the pc address.