Search found 487 matches

by Miquel
Wed Oct 02, 2019 9:56 am
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 1966

Re: SRAM read / write

How code (and if applies data) is structured depends on optimization flags, mostly related to cache hit and miss, there is no way to guarantee anything.
by Miquel
Tue Oct 01, 2019 8:20 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 1966

Re: SRAM read / write

Another solution is to create a new section and place those functions in this new section. Or reuse other previously created section. The only thing to look after is how sections are ordered. There is no relationship between sections and files, or n<->m relationship if you want. All this is specific...
by Miquel
Tue Oct 01, 2019 3:28 pm
Forum: Controls
Topic: New device letters
Replies: 20
Views: 5480

Re: New device letters

Concerning the 8 button saturn pad on megadrive, I think the key factor is how data is served; if it follows the exact same pattern as 6 button megadrive pad, just two more bits for L and R (or however are labeled on saturn) I think it should add the character “8”. So the string for a game compatibl...
by Miquel
Tue Oct 01, 2019 10:14 am
Forum: Controls
Topic: New device letters
Replies: 20
Views: 5480

Re: New device letters

Perhaps it was used for internal testing on Sega headquarters just before gold production, to know with which type of input they should test the game. Just speculating.

And, yes it could be useful for and emulator for choosing the default device.
by Miquel
Mon Sep 30, 2019 7:30 pm
Forum: Controls
Topic: New device letters
Replies: 20
Views: 5480

Re: New device letters

I never understood it: what’s the practical usage of this field?
by Miquel
Mon Sep 23, 2019 6:52 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 14
Views: 4523

Re: Hyrule in Megadrive/Genesis

Buddy, with all the love in the word, your exact statement already has been said and answered; I don’t see the point in repeating it.
by Miquel
Mon Sep 23, 2019 12:49 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 14
Views: 4523

Re: Hyrule in Megadrive/Genesis

The best synthesis of the current and past situation I have seen on video is this one: https://www.youtube.com/watch?v=BHMQ_-IZVwk There are a few misses, the conclusion is wrong, but the background idea of how we arrived at this situation is, in a reduced form, correct. For example, some ruins on t...
by Miquel
Sun Sep 22, 2019 4:24 am
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 14
Views: 4523

Re: Hyrule in Megadrive/Genesis

There are no big differences between Mars and Earth atmosphere. If you were on the surface you will see it less blue because there is less oxygen, but still blue, this element is what gives the color blue. There are clouds too, and it rains also. Someone said it’s blue with a touch of glowing ochre....
by Miquel
Fri Sep 20, 2019 5:37 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 14
Views: 4523

Re: Hyrule in Megadrive/Genesis

Update: Things you can see right now: something close to camels, warthogs and small monkeys, something in between a savage dog and… a lion?, a… “drag race” with flying cars…, and a new big space station. Not bad for another day in Mars. And like somebody has point out there are lakes on Mars; I only...
by Miquel
Tue Sep 17, 2019 8:24 am
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 14
Views: 4523

Re: Hyrule in Megadrive/Genesis

I’m thinking on basing this game on some planet on the Solar System, perhaps Mars… Which thinking of it, if you want to know, there are basically 4 main types of biotopes on Mars, in order: a) Muddy dessert wit sporadic little mounts b) African savanna c) Scarp mountains d) Cold forest I don’t mean ...
by Miquel
Tue Sep 17, 2019 4:58 am
Forum: Demos
Topic: Irmãos Aratu (Aratu Brothers) + shaolin carcará
Replies: 7
Views: 1891

Re: Irmãos Aratu (Aratu Brothers) + shaolin carcará

Looks very nice!
by Miquel
Mon Aug 12, 2019 4:37 pm
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 3793

Re: Seamless dungeon crawler effect

Yes, we both are talking the same.

You can cover the entire screen with sprites, only just, but you can.
by Miquel
Mon Aug 12, 2019 12:01 pm
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 3793

Re: Seamless dungeon crawler effect

I was going to say something similar, perhaps no that fancy.

The only thing for me left to say is that the key to smooth transitions is using sprites to draw the walls, temporally or permanently.
by Miquel
Sat Aug 03, 2019 5:03 pm
Forum: Demos
Topic: Sid Meier’s Civilization for Sega Genesis
Replies: 5
Views: 2381

Re: Sid Meier’s Civilization for Sega Genesis

Civ2 is my most played game ever, really excited to see first part on MD. Also I haven't fail to notice how slow screen updates are, probably the game is using display time to update graphics, which is a huge mistake; and yes I know this is an alpha but this things are even more hard to correct as t...
by Miquel
Sat Aug 03, 2019 4:55 pm
Forum: Video Display Processor
Topic: Seamless dungeon crawler effect
Replies: 11
Views: 3793

Re: Seamless dungeon crawler effect

Have you tried to run it on an emulator in slow mode/motion?

I mean: to see what happens with gfx when character moves from current cell to the next one.