Search found 116 matches
- Thu Oct 12, 2017 2:13 am
- Forum: Blabla
- Topic: Make a wish / What if : Genesis
- Replies: 21
- Views: 25413
Re: Make a wish / What if : Genesis
I wish wish wish wish the Mega Drive had the things on Stef's list. My order would be: 1) 4 palettes for BG, 4 palettes for Sprites. 2) RGB444 3) 128KB VRAM 1 Is the most tragic, as it could theoretically be achieved for free, as ob1 mentioned. From what I understand, 2 could have been achieved by s...
- Thu Aug 24, 2017 12:27 am
- Forum: Super 32X
- Topic: VN32X - A tool to make visual novels for the 32X
- Replies: 37
- Views: 50968
Re: VN32X - A tool to make visual novels for the 32X
That looks awesome.
I am most of the way through writing a scripting engine in my Mega Drive engine in C and the designer for Windows in C#.
Yours looks far more elegant than mine! Great job.
I am most of the way through writing a scripting engine in my Mega Drive engine in C and the designer for Windows in C#.
Yours looks far more elegant than mine! Great job.
- Mon Jul 31, 2017 4:46 am
- Forum: Demos
- Topic: Star J - new SHMUP for Genesis
- Replies: 21
- Views: 37094
Re: Star J - new SHMUP for Genesis
Congratulations on finishing your game!
- Sat Jul 15, 2017 6:49 am
- Forum: SGDK
- Topic: Where are all the games!
- Replies: 10
- Views: 7342
Re: Where are all the games!
I've been working on my engine, tilemapper and management interface for the last year.
I've almost finished the text display part now, so its very slow (but enjoyable!) going.
I've almost finished the text display part now, so its very slow (but enjoyable!) going.
- Sat Jun 24, 2017 9:41 am
- Forum: SGDK
- Topic: Compression and SGDK
- Replies: 10
- Views: 6033
Re: Compression and SGDK
Hi Stef, Thanks for your help with this. I have just upgraded the SDK to the latest version you have just released with the new GCC! The problem was indeed I was out of memory. I didn't think it could be possible at first, since my project is so simple. However I dug deeper, seeing that I was only a...
- Tue Jun 20, 2017 8:35 am
- Forum: SGDK
- Topic: Compression and SGDK
- Replies: 10
- Views: 6033
Re: Compression and SGDK
Great, thanks Stef, I'll try that out.
- Mon Jun 19, 2017 10:16 pm
- Forum: SGDK
- Topic: Compression and SGDK
- Replies: 10
- Views: 6033
Re: Compression and SGDK
Hi Stef, Thanks for your reply and sorry for creating confusion, I am using a custom build process, which is calling rescomp from a c# level editor I am making. However since I didn't set the starting directory for the rescomp command window process, it was starting in C:\Windows\System32 and theref...
- Mon Jun 19, 2017 10:08 pm
- Forum: SGDK
- Topic: Hellop Everyone!
- Replies: 3
- Views: 3103
Re: Hellop Everyone!
Yeah, I'm excited about that too - people retiring and spending time making the best games they can for vintage consoles. Kinda like the vintage motorcycle crowd.
- Sat Jun 17, 2017 11:38 pm
- Forum: SGDK
- Topic: Compression and SGDK
- Replies: 10
- Views: 6033
Re: Compression and SGDK
Ok testing manually, rescomp says it can't find jarfile lz4w.jar. It exists in the SGDK\BIN directory, but I was calling it from another directory. When I called rescomp from the bin directory, it compressed successfully. So, no compression = 40kb .s file Slow = 20kb .s file Fast = 29kb .s file. The...
- Sat Jun 17, 2017 11:11 pm
- Forum: SGDK
- Topic: Compression and SGDK
- Replies: 10
- Views: 6033
Re: Compression and SGDK
Hi guys, thanks for your help so far. Hmmmm I should have Java installed. Is there a particular command it is using that I can test to see if my system is configured correctly? Or is it just Java.exe? Does it need to be 32bit Java vs 64bit? With the tileset, it is 264 tiles. So 264 x 32 bytes is 844...
- Sat Jun 17, 2017 12:06 pm
- Forum: SGDK
- Topic: Compression and SGDK
- Replies: 10
- Views: 6033
Compression and SGDK
Hi Stef and others, I am trying to get compression to work with my engine. When I don't use compression with rescomp, everything builds fine. However, there are two separate problems with compression when I try to use it. Firstly, when I use the option for fast compression (2 / FAST / LZ4W), rescomp...
- Tue Jun 13, 2017 12:29 am
- Forum: Collaboration
- Topic: dragonbox.de cartridge production service
- Replies: 6
- Views: 22517
Re: dragonbox.de cartridge production service
Hi Notaz,
Thanks for this!
My game is still a while away, but if I do finish it I am interested in publishing it.
With the custom cart you are developing, I assume it will have save capability in it? And what is the largest ROM size you are targeting? (hopefully 4MB will be enough for this project).
Thanks for this!
My game is still a while away, but if I do finish it I am interested in publishing it.
With the custom cart you are developing, I assume it will have save capability in it? And what is the largest ROM size you are targeting? (hopefully 4MB will be enough for this project).
- Tue Jun 13, 2017 12:26 am
- Forum: SGDK
- Topic: GCC version VS performance
- Replies: 27
- Views: 14583
Re: GCC version VS performance
This is all exciting news, thanks all for your efforts in getting this going!
- Fri Jun 02, 2017 2:51 am
- Forum: SGDK
- Topic: A question about calculating visibilty
- Replies: 12
- Views: 7872
Re: A question about calculating visibilty
Hi Stef,
Thanks for your kind words.
Even if it is just as performant as the built in one it was a very useful exercise for me to write my own engine, and gives me more knowledge of how the system works.
Hopefully it will be more efficient for the exact games I am hoping to make too.
Thanks for your kind words.
Even if it is just as performant as the built in one it was a very useful exercise for me to write my own engine, and gives me more knowledge of how the system works.
Hopefully it will be more efficient for the exact games I am hoping to make too.
- Thu Jun 01, 2017 1:47 am
- Forum: SGDK
- Topic: A question about calculating visibilty
- Replies: 12
- Views: 7872
Re: A question about calculating visibilty
Hi all, Thanks for all of your helpful advice. I'm really enjoying writing this system, as frustrating as problems can be at times! Last night after work I think it's finally at 90% working stage! There was a problem where a moving sprite didn't come on screen until a bit too late, so it popped in s...