Search found 514 matches
- Fri Jun 30, 2017 11:55 pm
- Forum: Controls
- Topic: controller auto reset
- Replies: 18
- Views: 27854
Re: controller auto reset
And even more: you have to request z80 bus before anything. Sega hardware division making every day more sane people.
- Wed Jun 28, 2017 2:04 am
- Forum: Demos
- Topic: Catgirl Pool Party [Work in progress]
- Replies: 50
- Views: 43323
Re: Catgirl Pool Party [Work in progress]
Make the bubbles bigger, much bigger this time. It doesn't matter if it feels a bit over proportionate as long as is enjoyable to play.
For example Sonic's bubbles are way to big compared to real life, but at least you can see them when you are playing in tension.
For example Sonic's bubbles are way to big compared to real life, but at least you can see them when you are playing in tension.
- Wed Jun 28, 2017 1:39 am
- Forum: Megadrive/Genesis
- Topic: Transition effects between levels, do you know more?
- Replies: 7
- Views: 6053
Re: Transition effects between levels, do you know more?
I think it's dealing with the original water change color code all the time and when Sonic moves fast fails big, but in the level transitions (when is really needed) all works well, I can't see artefacts.Sik wrote:Worth nothing that Sonic VR ends up with a lot of CRAM dots at the transition line.
- Mon Jun 26, 2017 5:08 pm
- Forum: Megadrive/Genesis
- Topic: Transition effects between levels, do you know more?
- Replies: 7
- Views: 6053
Re: Transition effects between levels, do you know more?
Lots of effects possible when you write black priority tiles on plane A or window. Just from left to right one row at a time, a dithered wave, spiral... This is in mid game, both planes are used with their priorities mixed up. The window can be reused with no problem, but if you touch priorities of...
- Sun Jun 25, 2017 8:30 pm
- Forum: Megadrive/Genesis
- Topic: Transition effects between levels, do you know more?
- Replies: 7
- Views: 6053
Transition effects between levels, do you know more?
To make passage between levels softer usually some effects are used. Currently I'm using: - Fade In/Out black - Fade In/Out white - Fade In black very slow for main character dead Do you know more effects which make this transition more enjoyable while using just a few tiles? Currently I'm thinking ...
- Mon Jun 19, 2017 1:46 pm
- Forum: Tools
- Topic: How to do pixelart? Any tool???
- Replies: 7
- Views: 16516
Re: How to do pixelart? Any tool???
Gimp + my own tools ( metatiles, animations, level maps/editor ). But after doing some math you are going to find that the real figures are that you have around 640 tiles for both backgrounds, and another 640 tiles for sprites which wastes a lot since need to be consecutive. With a bit of luck you d...
- Mon Jun 12, 2017 7:48 pm
- Forum: SGDK
- Topic: GCC version VS performance
- Replies: 27
- Views: 15941
Re: GCC version VS performance
If vtimer is not volatile main function could have it in one register while testing it endlessly, while the interruption is updating it in memory. After some tests i can say the new GCC 6.3 can perform much better in some case (when you are calling many time a small method for instance where the pre...
- Fri Jun 02, 2017 9:54 am
- Forum: Megadrive/Genesis
- Topic: Please help consolidate Megadrive info for pixel artists
- Replies: 11
- Views: 11537
Re: Please help consolidate Megadrive info for pixel artists
Number of color indexes available: Typically 64 indexes used, broken into four 16 color palettes. The first color index of each 16 color palette is always used for transparent/ There is also the background colour. An alternative (not perfect) way to see it: the most background plane/layer has 16 vi...
- Mon May 29, 2017 11:33 pm
- Forum: SGDK
- Topic: A question about calculating visibilty
- Replies: 12
- Views: 8522
Re: A question about calculating visibilty
All you need is an array with the minimun data being: the x,y coordinates and the id of the object/entity/sprite to spawn. In two games I coded that use this feature I also include width, height and a few flags to work with events and triggers. In truth is a more abstract structure used for a few mo...
- Mon May 29, 2017 12:30 pm
- Forum: SGDK
- Topic: A question about calculating visibilty
- Replies: 12
- Views: 8522
Re: A question about calculating visibilty
The problem is for a more top-down camera game, with large maps. I thought of extending my code logic to include the Y axis, but there could be many checks before it gets to the next invisible X object to break out of the loop with, and may well not be performant. I think you thought is hard to bea...
- Tue Feb 07, 2017 3:45 pm
- Forum: Megadrive/Genesis
- Topic: Sega Virtua Processor Research
- Replies: 7
- Views: 17606
Re: Sega Virtua Processor Research
Nice! Great work, but there is something that I don't follow: is there a reason to mix Sonic and SVP? As far as I can understand you can't merge both renders.
- Sat Jan 21, 2017 11:24 am
- Forum: SGDK
- Topic: Map loading & scrolling: is my theory right?
- Replies: 5
- Views: 4899
Re: Map loading & scrolling: is my theory right?
- You are working with less than 4 palettes of 15 (16) colors, so directly working with one file and then transforming to <4 palettes doesn't work, unless you give some other input, or bring with several files, or some other custom solution. - (A niggly thing:) If you plan to share method/code for t...
- Mon Jan 02, 2017 5:43 pm
- Forum: SGDK
- Topic: Scrolling Map Demo
- Replies: 14
- Views: 9189
Re: Scrolling Map Demo
Still you can use inline or macros on unrolling (as you said). Also compilers can do unrolling for themselves if you favour speed instead of size. Anyway is a general good advise to not optimize code until you are finished with you project, and then keep and maintain both branches. Instead is much m...
- Sat Dec 31, 2016 8:54 pm
- Forum: SGDK
- Topic: Scrolling Map Demo
- Replies: 14
- Views: 9189
Re: Scrolling Map Demo
Sorry, I'm not sure I understand what you mean. Can you clarify? If you mean that you can write past the end of a line on the plane and it'll start showing up on the next line, that gets handled because the buffer is the width of the plane and is always copied to the beginning of the line, then I m...
- Wed Dec 28, 2016 3:09 pm
- Forum: SGDK
- Topic: Scrolling Map Demo
- Replies: 14
- Views: 9189
Re: Scrolling Map Demo
Nice! In this case what I would do is rewrite these functions: void redrawForegroundRow(u16 rowToUpdate); void redrawBackgroundRow(u16 rowToUpdate); void redrawForegroundColumn(u16 columnToUpdate); void redrawBackgroundColumn(u16 columnToUpdate); into a single one, with a parameter specifying what t...