Search found 237 matches

by kubilus1
Mon Dec 24, 2018 7:39 pm
Forum: Tools
Topic: Updated Gens Ubuntu Build
Replies: 3
Views: 3160

Updated Gens Ubuntu Build

I recently upgraded my laptop to Ubuntu 18.04, and found out some emulators, such as Gens would not work. It doesn't appear that there are any recent packages, so I forked this, and setup some auto-building, TravisCI magic. https://github.com/kubilus1/gens/releases Installation instructions for 18.0...
by kubilus1
Sat Jun 18, 2016 1:27 am
Forum: Demos
Topic: 216 colors with one palette
Replies: 17
Views: 6616

Re: 216 colors with one palette

Trust me, old CGA RGB monitors were not uncommon. The cyan and magenta is permanently burned into my brain and many others. But yeah, interesting idea about alternating the checkerboard pattern. That should get rid of the horizontal banding that occurs when checkerboard is used in composite mode, as...
by kubilus1
Sun Jun 12, 2016 1:12 am
Forum: Demos
Topic: 216 colors with one palette
Replies: 17
Views: 6616

Re: 216 colors with one palette

Also with something like 8088mph ( https://trixter.oldskool.org/2015/04/07/8088-mph-we-break-all-your-emulators/ ) running CGA in composite mode is pretty much the least likely way that old DOS systems would be used now or back in the day. It's still a really cool demo and it's fun reading about how...
by kubilus1
Sat Jun 11, 2016 4:03 pm
Forum: Demos
Topic: 216 colors with one palette
Replies: 17
Views: 6616

Re: 216 colors with one palette

I mean, I started off like that as well. (S-video modded Genesis 2 "3/4" board) But some of the effects you see in a variety of games (see above link) show that the intention of the hardware is to *not* be in RGB mode and to utilize color artifacting to some degree. Is this used as a primary means o...
by kubilus1
Mon Jun 06, 2016 4:18 pm
Forum: Demos
Topic: 216 colors with one palette
Replies: 17
Views: 6616

Re: 216 colors with one palette

PAL actually doesn't look as bad as I thought it would there.
by kubilus1
Mon Jun 06, 2016 1:00 pm
Forum: Demos
Topic: 216 colors with one palette
Replies: 17
Views: 6616

Re: 216 colors with one palette

Not dithering, but horizontal striping. On my system, I don't see rainbow artifacting, maybe I would in larger swaths of colors, but some of the colors do not match exactly what I see on the emulator, which is not a surprise. This technique was used quite a lot on older computers, along with quite a...
by kubilus1
Mon Jun 06, 2016 1:58 am
Forum: Demos
Topic: 216 colors with one palette
Replies: 17
Views: 6616

216 colors with one palette

No highlight or shadow was used either, so theoretically this could be increased a bit using those techniques. https://raw.githubusercontent.com/kubilus1/blast/master/examples/comp_test/216colors.png Just some simple fun playing around with NTSC color artifacting: https://github.com/kubilus1/blast/r...
by kubilus1
Wed Jun 01, 2016 2:41 am
Forum: SGDK
Topic: Test Sprite Collision Flag
Replies: 8
Views: 5122

Re: Test Sprite Collision Flag

Okay figured it out. I have to check this during hblank. I setup an interrupt and that seems to work.

So I figure I can grab the vcounter when a collision is detected and know where vertically a collision is happened, more or less for free.
by kubilus1
Tue May 31, 2016 11:30 pm
Forum: SGDK
Topic: Test Sprite Collision Flag
Replies: 8
Views: 5122

Re: Test Sprite Collision Flag

What I don't understand is that in this simple example, very little is going on. Basically, move sprite, VDP_setSprite, VDP_updateSprites, check collision.

No other methods are being called.
by kubilus1
Tue May 31, 2016 4:58 pm
Forum: SGDK
Topic: Test Sprite Collision Flag
Replies: 8
Views: 5122

Re: Test Sprite Collision Flag

Yeah, alone I realize that it is far from enough. But aside from being annoyed that it is not actually working correctly, I figure I may be able to take some kind of advantage of it. For instance, let's say I use the collision detection method where I indicate which column each sprite is in. Then as...
by kubilus1
Mon May 30, 2016 11:14 pm
Forum: SGDK
Topic: Test Sprite Collision Flag
Replies: 8
Views: 5122

Test Sprite Collision Flag

So when, am I supposed to test the Sprite collision flag. I can't seem to get this to work reliably without adding a crazy amount of "delay". For instance, if I take the old basic sprite example and test for collision, this does not work unless I loop over the test about 1000 times. For example, I w...
by kubilus1
Tue Jan 19, 2016 10:01 pm
Forum: SGDK
Topic: Setup Gendev linux [Solved]
Replies: 13
Views: 3620

Re: Setup Gendev + Codeblocks in debian, compiling problem.

What about running the out.bin in an emulator? Does that work?
by kubilus1
Mon Jan 18, 2016 11:38 pm
Forum: SGDK
Topic: Setup Gendev linux [Solved]
Replies: 13
Views: 3620

Re: Setup Gendev + Codeblocks in debian, compiling problem.

cd cp gendev/sgdk/skeleton . ... should be cp -r gendev/sgdk/skeleton . This means the boot dir wasn't copies and is likely wrong. I don't have a convenient way to verify this on real hardware ATM, but I could see this leading to a blank screen. First step would be to verify on emulator perhaps. Fy...
by kubilus1
Mon Dec 21, 2015 2:51 pm
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 29
Views: 23396

Re: Beehive - a Mega Drive tile and map editor

Setting winecfg to Windows 7 seems to work. Appears to work fine on wine!
by kubilus1
Mon Dec 21, 2015 2:32 pm
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 29
Views: 23396

Re: Beehive - a Mega Drive tile and map editor

Doesn't seem to allow installation in Wine. "The operating system is not adequate..." Is this looking for a very specific version of Windows?