Search found 514 matches
- Thu Dec 05, 2019 8:38 pm
- Forum: Video Display Processor
- Topic: Horizontal Cell Scroll + Vertical Plane Scroll
- Replies: 4
- Views: 16899
Re: Horizontal Cell Scroll + Vertical Plane Scroll
Could it be that vdp hardware applies first vertical scroll and only then horizontal? If that’s the case, since there is no way to exchange priorities, I don’t think there is a solution, one of both scrollings has to be first.
- Mon Dec 02, 2019 10:56 pm
- Forum: Video Display Processor
- Topic: Horizontal Cell Scroll + Vertical Plane Scroll
- Replies: 4
- Views: 16899
Re: Horizontal Cell Scroll + Vertical Plane Scroll
Your post is extremely confusing, not sure I understood it at all, but let’s give it a try.
You can only scroll 28 tiles because that’s the max resolution on NTSC (28 * 8 = 224).
You can only scroll 28 tiles because that’s the max resolution on NTSC (28 * 8 = 224).
- Mon Nov 18, 2019 1:43 pm
- Forum: Megadrive/Genesis
- Topic: DMA and FIFO
- Replies: 11
- Views: 16069
Re: DMA and FIFO
Yep, 68k should request the bus on every memory access, and release it when done, except for TAS.
Every memory access takes (a minimum of) 3 cpu cycles.
Every memory access takes (a minimum of) 3 cpu cycles.
- Sun Nov 17, 2019 7:23 am
- Forum: Video Display Processor
- Topic: Upload speed on display time
- Replies: 2
- Views: 8187
Re: Upload speed on display time
Ops! I forgot to mention the resolution, currently I’m using 256px mode, but it’s a static parameter, so it can be changed to 320px with no effort. 320px->18 bytes/line 256px->16 bytes/line -> 2 long/128px 4 cycles -> 3.5 px => 128 cycles -> 112 px Well… it seems it fits! The non-buffered version is...
- Wed Nov 13, 2019 1:16 am
- Forum: Video Display Processor
- Topic: Upload speed on display time
- Replies: 2
- Views: 8187
Upload speed on display time
I’m trying to do a map mode, or also known mode 7, on Megadrive/Genesis. So far the best idea I got is to use the idle time, or background “thread”, to upload pixels to the vdp nonstop independently from any synchronism, meaning no vblank will trigger it. This way it uses all idle time for this task...
- Fri Oct 25, 2019 10:10 pm
- Forum: Demos
- Topic: Street Fighter Alpha Mockup
- Replies: 19
- Views: 31401
Re: Street Fighter Alpha Mockup
On a fighting game both characters are the main and only focus, so half of VRAM sounds good to me; obviously it depends on game’s objectives/priorities. When you say 2x2x7KB, I believe you are referring to uploading half character per frame; that would be the extreme case, the “definitive fighting g...
- Fri Oct 25, 2019 6:51 pm
- Forum: Demos
- Topic: Street Fighter Alpha Mockup
- Replies: 19
- Views: 31401
Re: Street Fighter Alpha Mockup
I can’t download the ROM so I can’t tell how exactly you did thinks but if I have to do something similar my approach will be clear: During vblank around 7.4KB per frame can be upload to the VDP, so I will reserve a 2x 7KB on VRAM for each character and upload on every frame next character animation...
- Wed Oct 23, 2019 5:03 pm
- Forum: Collaboration
- Topic: Music for Sega homebrew games
- Replies: 5
- Views: 9731
Re: Music for Sega homebrew games
I’m not sure a typical homebrew developer can pay 300 euros per song. I suppose is a matter of reevaluating the project, and decide when is ready to go ahead with music. Do you think a usual artist is willing to listen to criticism and modify its own music to suit better the project? And not the son...
- Mon Oct 21, 2019 10:56 pm
- Forum: Collaboration
- Topic: Music for Sega homebrew games
- Replies: 5
- Views: 9731
Re: Music for Sega homebrew games
As a game programmer the main problem is that a concrete game needs specific tone or themed music. It will be much better to offer a site where both sides can meet and discuss together. Even be involved in the project and share gains,once the tile is launched.
- Mon Oct 21, 2019 5:27 pm
- Forum: Demos
- Topic: Metal Blast 2277 - Sega Genesis / Mega Drive - FREE release!
- Replies: 60
- Views: 88052
Re: Metal Blast 2277 - Sega Genesis / Mega Drive
Well done. Checking what Chinese have to offer is always a good idea. As is today, for example.
As they say "Follow yesterday light to find today's blast"... I'm pretty sure someone in the Universe says that...
As they say "Follow yesterday light to find today's blast"... I'm pretty sure someone in the Universe says that...
- Fri Oct 11, 2019 8:50 pm
- Forum: SGDK
- Topic: Sprite half in front of PLAN_A and the other half behind.
- Replies: 8
- Views: 9040
Re: Sprite half in front of PLAN_A and the other half behind.
The whole effect can be done even better using only one plane: - Launching bombs characters are low priority - Using only plan B with low priority, except for - The tiles which are in front of the bomb launchers - Set black as the background color, and the same color number as index 0 on that palett...
- Sat Oct 05, 2019 7:48 pm
- Forum: Controls
- Topic: New device letters
- Replies: 20
- Views: 41623
Re: New device letters
Why it seems ugly if it's a byte value? Well, perhaps because it's meant to be read?
In lowercase seems just you forget to push shift. Also some parsers could ignore to upper/lower-case.
But you are the father of the creature after all, do what you think is right.
In lowercase seems just you forget to push shift. Also some parsers could ignore to upper/lower-case.
But you are the father of the creature after all, do what you think is right.
- Sat Oct 05, 2019 12:50 pm
- Forum: Controls
- Topic: New device letters
- Replies: 20
- Views: 41623
Re: New device letters
Sik, I think there are two approaches here: a) Every distinct device has its own letter. In that case lowercase is confusing. b) For sake of simplicity let’s group similar devices into groups, same letter if possible, or if there are small differences using letters that are more coincidental. Which ...
- Wed Oct 02, 2019 9:56 am
- Forum: SGDK
- Topic: SRAM read / write
- Replies: 27
- Views: 29807
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.
- Tue Oct 01, 2019 8:20 pm
- Forum: SGDK
- Topic: SRAM read / write
- Replies: 27
- Views: 29807
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...