Search found 303 matches

by tryphon
Fri Feb 08, 2019 4:48 pm
Forum: Blabla
Topic: 68000 Arcade systems programming
Replies: 14
Views: 2161

68000 Arcade systems programming

I'm looking for documentation about programamtion on 68000 based arcade systems, especially Capcom CPS-1 or Sega System 16 (in particular gfx chips). Do you know where to find them ? I bet mame source code is one source, but where and what to read ? For the moment, I have that : https://patpend.net/...
by tryphon
Fri Feb 08, 2019 4:44 pm
Forum: Demos
Topic: Ninja Mitsuo - platformer game with SGDK
Replies: 7
Views: 1845

Re: Ninja Mitsuo - platformer game with SGDK

Your ninja is almost the same colour as the background and it makes it difficult to spot.

But... awesome pixel art :D
by tryphon
Thu Jan 24, 2019 8:08 am
Forum: SGDK
Topic: Need fast tile-rendering
Replies: 13
Views: 1972

Re: Need fast tile-rendering

At least, use DMA (you put your tilemap data somewhere in RAM, and use DMA_queue() to transfer it).
by tryphon
Mon Jan 14, 2019 5:51 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 10
Views: 2161

Re: Hyrule in Megadrive/Genesis

The lack of color doesn't seem really noticeable :D

Using gens, I notice a lot of missed VBlank, even when not moving. What could so CPU consuming ?
by tryphon
Tue Sep 04, 2018 7:05 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 39218

Re: Tänzer, a "ninja" game (Dev Diary thread)

mix256 wrote:
Mon Sep 03, 2018 2:16 pm
And yes, those explosions are almost a frame by frame copy of the Mystic Defender ones. I'm almost ashamed. :)
You shouldn't. It shows you have good taste :)
by tryphon
Mon Sep 03, 2018 1:23 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 39218

Re: Tänzer, a "ninja" game (Dev Diary thread)

It may be not the best place to say that, but I take advantage of writing here to say that I really like this project, very arcade-ish. I read elsewhere critics about not-so detailled animations, I personnally think many games are too well animated, resulting in too slow controls. For this game, I d...
by tryphon
Mon Sep 03, 2018 1:19 pm
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 43
Views: 7485

Re: Exodus 2.1 release soon (Now available!)

And MegaCD ! Would be great :D Easier maybe (taken from Gens-r57shell, great for debugging, but far less reliable) : * a built-in slow mode (I know you gave a way to fake it, but it'd be nice to be able to enable/disable it) * display FPS / Controls / missed VBlank counter onscreen * a way to record...
by tryphon
Sat Sep 01, 2018 10:58 pm
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 43
Views: 7485

Re: Exodus 2.1 release soon (Now available!)

Same here. I use it for developping my projects, and it already helped me to spot bugs other emulators didn't reproduce.

The real testing is on real hardware, but I'm yet to find a bug Exodus would have missed...

Thanks a lot :)
by tryphon
Wed Aug 29, 2018 9:11 am
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 43
Views: 7485

Re: Exodus 2.1 release soon

I must admit I didn't dig too much so maybe there's already a way to do it : is it possible to have some mean to measure the input lag of a game ? It seems that it's impossible to have less than 2 frames between the actual push on a key, and its action onscreen. While developping small(or not so sma...
by tryphon
Tue Aug 28, 2018 8:50 am
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 43
Views: 7485

Re: Exodus 2.1 release soon

Thanks :)

It seems really straightforward, tbh I'd have implemented it myself if I knew how to create a console window...

And how to setup a compilation chain :D (I use SGDK with a text editor and a terminal, like a 90s Linux user :D )
by tryphon
Tue Aug 28, 2018 6:48 am
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 43
Views: 7485

Re: Exodus 2.10 release soon

OK, so here is my first request :o I use Exodus for development purposes, and especially for SGDK projects. Would it be possible to implement kaneda's log features, allowing the kdebug.h module in SGDK ? Basically, as far as I understand it from this file , it uses surnumerous fake VDP registers to ...
by tryphon
Mon Aug 27, 2018 4:18 pm
Forum: Exodus
Topic: Exodus 2.1 release soon (Now available!)
Replies: 43
Views: 7485

Re: Exodus 2.10 release soon

That's great news !

I wanted to ask : which is the best way to ask for features, if possible ? I can't see a "request" section on bitbucket, but I don't know this platform and I'm using my smartphone, which is probably not the best way to navigate...
by tryphon
Thu Sep 07, 2017 6:45 pm
Forum: Exodus
Topic: User defined layer
Replies: 6
Views: 1706

Re: User defined layer

isn't there an SMS emu which does exactly that ?

Games with dynamic tile loading mustn't be so frequent. I don't remember having seen one.

You can do it by comparing actual tile data after all : it's only 32 bytes.
by tryphon
Fri Sep 02, 2016 6:07 am
Forum: Announcement
Topic: 10 years!!!
Replies: 7
Views: 2686

Re: 10 years!!!

Happy Birthday !
by tryphon
Sun Aug 28, 2016 7:19 am
Forum: Tools
Topic: Source code of recent version of GENS
Replies: 3
Views: 1707

Re: Source code of recent version of GENS

Thanks you very much :)