Search found 500 matches

by Miquel
Tue Oct 01, 2019 8:20 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 27
Views: 6768

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: 13724

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: 13724

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: 13724

Re: New device letters

I never understood it: what’s the practical usage of this field?
by Miquel
Mon Sep 23, 2019 12:49 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 12
Views: 7250

Re: Hyrule in Megadrive/Genesis

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by Miquel
Sun Sep 22, 2019 4:24 am
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 12
Views: 7250

Re: Hyrule in Megadrive/Genesis

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by Miquel
Fri Sep 20, 2019 5:37 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 12
Views: 7250

Re: Hyrule in Megadrive/Genesis

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by Miquel
Tue Sep 17, 2019 8:24 am
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 12
Views: 7250

Re: Hyrule in Megadrive/Genesis

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by Miquel
Tue Sep 17, 2019 4:58 am
Forum: Demos
Topic: Irmãos Aratu (Aratu Brothers) + shaolin carcará
Replies: 7
Views: 4055

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: 6924

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: 6924

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: 4998

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: 6924

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.
by Miquel
Wed Jul 24, 2019 1:44 am
Forum: SGDK
Topic: SGDK1.4 crashes at compilation
Replies: 4
Views: 3183

Re: SGDK1.4 crashes at compilation

A program can NOT cause a blue screen. Let me repeat: A user mode program can't cause the the kernel to crash on its own. That's why OSes exist. The causes of a blue screen are: - Kernel programing error - Loaded and running driver programing error - Hardware malfunction Since right now is summer (h...
by Miquel
Thu Jul 11, 2019 6:40 pm
Forum: Video Display Processor
Topic: DMA Fill with autoinc 128
Replies: 3
Views: 2943

Re: DMA Fill with autoinc 128

I believe you should set the auto-increment to 1 to write 2 consecutive bytes.

If my remembering works well, DmaFill operations works only with bytes, despite you should introduce this byte twice in the vpd (this is only for odd and even addresses).

In your case 2 DmaFill's will do the job.