Search found 66 matches
- Thu Aug 13, 2009 2:20 am
- Forum: Megadrive/Genesis
- Topic: JPG decoding on SMD?
- Replies: 13
- Views: 9336
- Sun Aug 09, 2009 2:02 am
- Forum: Megadrive/Genesis
- Topic: JPG decoding on SMD?
- Replies: 13
- Views: 9336
Re: JPG decoding on SMD?
Just wondering, if anyone had tried to make JPG decoder for SMD? It probably can be useful for that type of games which shows picture for every level or couple of levels. I know that there is at least two different JPG decoders for russian ZX Spectrum clones, both written in the beginning of the 20...
- Fri Jun 12, 2009 1:49 am
- Forum: Megadrive/Genesis
- Topic: Question on Programming Fighting games on the Mega Drive
- Replies: 19
- Views: 15102
(old) article you should read about making a 2D fighting game I remembered I also started to learn FSM...(they talk about it on the article) and prototyping in Director (Flash ancestor) ! Poking around the web, I see they actually have beta versions of SF Turbo for the Genesis. Then, apparently the...
- Sat May 30, 2009 12:28 am
- Forum: Megadrive/Genesis
- Topic: Question on Programming Fighting games on the Mega Drive
- Replies: 19
- Views: 15102
My point was that, SF3 was not that much of a difference than SF2 as far as graphics so I think you could do a decent job of it for the Genesis. SF4 is a different story... Having some friends who live and breathe SF, graphics is not always their big concern, it's playability and matchups between th...
- Sat May 30, 2009 12:19 am
- Forum: Megadrive/Genesis
- Topic: Hello world syntax problems
- Replies: 36
- Views: 23385
Thanks for the quick reply, Is the entire alphabet included or only the ones used by Sega, for instance when i did some programming for cheap japanese handheld ports, they only included letters used, A E I O U 1 2 3 4 5 6 7 8 9 0 N M . , : That was the format for the file. Edit "E" in twice XD You ...
- Thu May 28, 2009 1:08 am
- Forum: Megadrive/Genesis
- Topic: Question on Programming Fighting games on the Mega Drive
- Replies: 19
- Views: 15102
The fonz has made some tries with huge sprites decompressing. See his site. Yeah, that's why I tried at first my Mega Multi Fighter (an old demo is on the Demo part of this forum). I'm still working on it, I've solve a lot of bugs and now I'm working on the input part (to have combo and special). B...
- Thu May 28, 2009 1:01 am
- Forum: Megadrive/Genesis
- Topic: snasm68k variable defines...
- Replies: 8
- Views: 6291
The GNU assembler will allow you to use a ".bss" command So you could do something like this: .bss ships ds.w 1 players ds.w 1 .text blah.... .bss score ds.l 1 .text blah... And it will resolve the addresses for you when you link. The GNU assembler is not friendly on syntax as some assemblers so hop...
- Thu May 28, 2009 12:44 am
- Forum: Megadrive/Genesis
- Topic: Hello world syntax problems
- Replies: 36
- Views: 23385
Make sure you restore the stack after your call to _puts, you'll eventually crash... movem.l a0, -(sp) bsr _puts movem.l (sp)+,a0 Also, I'm assuming the $1, $2 labels are defined?!? $1 move.b (a6)+,d0 cmp.b #0,d0 beq $2 jmp $1 (can use a 'bra' here also) $2 You can also do this $1 move.b (a6)+,d0 bn...
- Mon Mar 23, 2009 7:55 pm
- Forum: Blabla
- Topic: EA & Pirate Genesis Dev Kit
- Replies: 2
- Views: 4778
- Tue Mar 10, 2009 9:14 pm
- Forum: Megadrive/Genesis
- Topic: Sonic 1/2 sources?
- Replies: 3
- Views: 2498
Re: Sonic 1/2 sources?
Nice! Any chance of posting it or making a group project?cdoty wrote:Anyone had a look at the Sonic 1/2 sources available from http://www.hacking-cult.org/?x/2?
I got it to build a binary file, and was able to change a few things, including removing the Sega startup logo.
- Tue Mar 10, 2009 9:12 pm
- Forum: Demos
- Topic: Game techniques
- Replies: 12
- Views: 12707
- Tue Mar 10, 2009 9:03 pm
- Forum: Megadrive/Genesis
- Topic: Porting the Sega Screen from S1GG to Genesis [help needed]
- Replies: 6
- Views: 5289
- Tue Mar 10, 2009 9:02 pm
- Forum: Megadrive/Genesis
- Topic: Porting the Sega Screen from S1GG to Genesis [help needed]
- Replies: 6
- Views: 5289
- Tue Mar 10, 2009 8:52 pm
- Forum: Megadrive/Genesis
- Topic: Porting the Sega Screen from S1GG to Genesis [help needed]
- Replies: 6
- Views: 5289
Actually, it's just like I said, your over-thinking the intro. Each letter is probably 5-6 different images. You make tiles out of each state letter is drawn and change the letter with a different image while Sonic passes. You can even just do it via all tiles (include Sonic as an image) I would do ...
- Tue Mar 10, 2009 4:22 pm
- Forum: Megadrive/Genesis
- Topic: Porting the Sega Screen from S1GG to Genesis [help needed]
- Replies: 6
- Views: 5289
For the "Sega" background, you can just take a screen dump of the GG version and convert it to graphic tiles and easily display them back on the Genny. Pretty much the same thing for the Sonic sprite. If there is any music or the famous "Sega" voice, probably samples out there that you can use to pl...