i have some game design ai designed prototype to do : https://downloads.kstorm.org/genprototy ... DESIGN.pdf
will surely change.
Search found 193 matches
- Wed Sep 30, 2026 8:41 pm
- Forum: Demos
- Topic: Nightmare Fuel
- Replies: 8
- Views: 70976
- Wed Aug 26, 2026 7:09 pm
- Forum: Demos
- Topic: Jazz Jackrabbit for Sega Genesis
- Replies: 4
- Views: 9002
Re: Jazz Jackrabbit for Sega Genesis
Cool. Yes Claude helps a lot, but finishing something stay finishing something 
- Sun Mar 29, 2026 5:42 pm
- Forum: Demos
- Topic: Nightmare Fuel
- Replies: 8
- Views: 70976
Re: Nightmare Fuel
It has been a while, but back on this project, i cleaned the map to have a kind of working one (will need to make bigger bridges..) :
https://www.youtube.com/watch?v=VcFOiKiayBk
I put all roms here and started a changelog : https://downloads.kstorm.org/genprototype/
Hope to be motivated enough ...
https://www.youtube.com/watch?v=VcFOiKiayBk
I put all roms here and started a changelog : https://downloads.kstorm.org/genprototype/
Hope to be motivated enough ...
- Sun Mar 29, 2026 5:34 pm
- Forum: Demos
- Topic: The Source 32X demo
- Replies: 7
- Views: 86056
Re: The Source 32X demo
(oh and no the bitmaps are 32x too, sadish the MD does nothing in this demo, only bank switching for the audio / but needed fast bank switching)
- Sun Mar 29, 2026 5:33 pm
- Forum: Demos
- Topic: The Source 32X demo
- Replies: 7
- Views: 86056
Re: The Source 32X demo
Thanks, yes the 2 sh2 version is stripped down, removed the lighting (in the real demo its done by the 32x / not precalculated), use only the start of the palette, some draw modes, metaballs etc, it was only to test the performances / see if it may work.
I've read about the "virtua racing 32x ...
I've read about the "virtua racing 32x ...
- Mon Jan 26, 2026 4:37 pm
- Forum: Demos
- Topic: The Source 32X demo
- Replies: 7
- Views: 86056
Re: The Source 32X demo
Got a test version working with two SH2, one processing polys and one rendering + audio, transferring sorted polys using com port + sdram, got nice speed improvements : https://downloads.kstorm.org/testing/thesource_test_two_sh2.32x
Will maybe do another demo with this, or test small game...
But ...
Will maybe do another demo with this, or test small game...
But ...
- Mon Dec 15, 2025 6:15 pm
- Forum: Demos
- Topic: The Source 32X demo
- Replies: 7
- Views: 86056
Re: The Source 32X demo
Thats great news! Was thinking i broke something when hardcutting the d32xr source, we didnt manage to get a proper capture but are on it.
Thanks.
Thanks.
- Wed Dec 10, 2025 5:16 pm
- Forum: Demos
- Topic: The Source 32X demo
- Replies: 7
- Views: 86056
- Sun Nov 30, 2025 12:00 pm
- Forum: Demos
- Topic: The Source 32X demo
- Replies: 7
- Views: 86056
The Source 32X demo
Hi, just released The Source, a 32X demo, failed to do a proper capture since i have no acquisition card : https://downloads.kstorm.org/2025-11-30_the_source.7z
It's 16MB ROM so it works with Ares emulator or everdrive pro.
It's 16MB ROM so it works with Ares emulator or everdrive pro.
- Sat May 10, 2025 6:51 pm
- Forum: Super 32X
- Topic: DMA to PWM
- Replies: 45
- Views: 232371
Re: DMA to PWM
nevermind, got something working.
- Fri May 09, 2025 6:36 pm
- Forum: Super 32X
- Topic: DMA to PWM
- Replies: 45
- Views: 232371
Re: DMA to PWM
Hello, I'm trying to use this on marsdev, but can't achieve it, maybe basic config things are not ok, possible to grab the
DMAAudioTest32X.zip somewhere please ?
DMAAudioTest32X.zip somewhere please ?
- Sat Nov 23, 2024 7:32 pm
- Forum: Demos
- Topic: Nightmare Fuel
- Replies: 8
- Views: 70976
Re: Nightmare Fuel
Updated to latest SGDK version (fixes music tempo it seems, thanks) : https://downloads.kstorm.org/md/dithere ... v0.0.6.bin
- Sat Nov 23, 2024 5:34 pm
- Forum: Megadrive/Genesis
- Topic: Script to convert RGB Images to Mega Drive "format"
- Replies: 6
- Views: 63543
Re: Script to convert RGB Images to Mega Drive "format"
Color split option is awesome, thanks
- Sat Nov 23, 2024 5:31 pm
- Forum: SGDK
- Topic: Correct way to handle inputs
- Replies: 0
- Views: 115765
Correct way to handle inputs
Hello, in my game i just use JOY_readJoypad in an update function, called in a loop.
But I just read those values are updated in a vsync function, so I may miss some inputs right ?
If so, whats the correct way to handle it ? maybe add a joy callback and buffer it to be sure ?
Thanks.
But I just read those values are updated in a vsync function, so I may miss some inputs right ?
If so, whats the correct way to handle it ? maybe add a joy callback and buffer it to be sure ?
Thanks.
- Sun May 19, 2024 5:59 pm
- Forum: Announcement
- Topic: The world has changed
- Replies: 6
- Views: 84577
Re: The world has changed
When needing support googling most often bring here, and the thread really help or bring other ideas. Seems a bit dead, but definitively great resources, hope it'll continue. Cheers.