Search found 116 matches

by themrcul
Tue May 30, 2017 12:18 am
Forum: Demos
Topic: 바리잣 by Limp Ninja
Replies: 1
Views: 2877

Re: 바리잣 by Limp Ninja

Hi Morden,
The pronounciation for the Korean word is Bah-ri-jaht :)
by themrcul
Sun May 07, 2017 12:26 pm
Forum: Demos
Topic: Papi Commando Tennis - SgdK
Replies: 2
Views: 3342

Re: Papi Commando Tennis - SgdK

Hi Vetea, Congratulations on getting as far as you have. I watched the video and was genuinely impressed with how good the game looks and runs! I am also working on a SGDK project, and it will have sports in it as well, (although I don't know about tennis at this point - perhaps? Maybe other sports)...
by themrcul
Tue May 02, 2017 9:57 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 8083

Re: A question about calculating visibilty

Ah ok, thanks Stef for that info. It's great to know it has better performance now!

I really do like your implementation and it's flexibility.
But it's also fun to design my own, and hopefully it will be more specific to the needs of this project too.
by themrcul
Mon May 01, 2017 2:59 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 8083

Re: A question about calculating visibilty

Interesting, perhaps I am underestimating the power of Blast Processing! I heard that SGDK's internal SpriteEngine had performance issues dealing with more than 5 or 6 multi-sprites on the screen at once so I was approaching the writing of my Sprite Engine extremely carefully. It's still good to be ...
by themrcul
Sun Apr 30, 2017 11:50 pm
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 8083

Re: A question about calculating visibilty

Thanks DJ, With your Goplanes implementation, you mention you only update the objects that are close to the player. How are you determining when to update them? * Are you checking each frame whether they are visible and therefore whether they need to be updated? * Are you checking only if the camera...
by themrcul
Sun Apr 30, 2017 9:55 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 12
Views: 8083

A question about calculating visibilty

Hi all, I have a question to you all about how you manage which sprites are visible or not in a map. I am building an engine before a game, and while I have an idea of the next game I want to make and it's needs, I am trying to make the engine flexible for my next project as well. The first game wil...
by themrcul
Wed Apr 19, 2017 1:27 pm
Forum: SGDK
Topic: ROM vs RAM
Replies: 2
Views: 2624

Re: ROM vs RAM

Hi Grind, Thanks so much for your detailed reply. That would explain why the code didn't crash and worked! I am building my own sprite engine, so I'm sorry I likely created confusion talking about SpriteDefinition's - that's the name of one of my structs that holds sprite animation info data. Depend...
by themrcul
Wed Apr 19, 2017 9:22 am
Forum: SGDK
Topic: ROM vs RAM
Replies: 2
Views: 2624

ROM vs RAM

Hi all, I'm sorry to ask what is probably such a stupid question, but I am very new to all this! I am wondering what the rules around modifying global variables in code are. I have set up a synthetic test which declares a string in global space like this: Input.c: char variable[] = "blah"; Then late...
by themrcul
Tue Apr 18, 2017 10:19 pm
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 16876

Re: Paprium and it's sound engine

Dumb question, but there is no way the game can tell if it is playing on a Model 1 vs Model 2, let alone whether it is on a VA0/1 or VA3/4 is there?

Otherwise there would have to be an option in game to change the volume of the sound chip relative to the rest of the console... that's unfortunate...
by themrcul
Mon Apr 10, 2017 1:29 am
Forum: Announcement
Topic: Future of SpritesMind
Replies: 38
Views: 51598

Re: Future of SpritesMind

I am at least glad this place is still here, and I want to thank all who have made it happen. Without it, I wouldn't have began my journey to make Mega Drive games. While I am newish to the scene and the forum, I sincerely hope nothing happens to close it, and was shocked when the forum disappeared ...
by themrcul
Thu Apr 06, 2017 1:15 pm
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 16876

Re: Paprium and it's sound engine

I have no idea - I wish I knew! If I were to implement something though, that is what I would do I think. Separate ROM for the extra microcontroller. More space in the 32MBit rom for the rest of the game, frees up the Z80 more and could be seen as an anti-piracy feature. If you don't use the real ca...
by themrcul
Wed Apr 05, 2017 10:46 pm
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 16876

Re: Paprium and it's sound engine

Yeah, I've just read through some threads dating back to 2012 about putting custom chips onto MD carts for extra features, namely fast mults and divides, trig, rotation/scaling, decompression, etc. From my perspective, I wouldn't want to deviate too far from what the original Mega Drive was capable ...
by themrcul
Mon Apr 03, 2017 3:48 am
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 16876

Re: Paprium and it's sound engine

Hi Flygon, thanks for taking the time to reply! So the Audio In on the cartridge pins, is actually an audio output from the cartridge into the console? Not the other way round? I assumed it was the audio generated on the Mega Drive sent to the cartridge over those pins, but it is there for audio to ...
by themrcul
Mon Apr 03, 2017 3:29 am
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 16876

Paprium and it's sound engine

Hi all, Most of you would be aware of Watermelon's announcement of Paprium for our beloved Mega Drive. While reading through it's webpage I noticed two things that I found very interesting about the game. Firstly, is the large ROM size - 80MEG. I assume they are using bank switching ala SSF2 to achi...
by themrcul
Wed Feb 01, 2017 9:32 pm
Forum: Demos
Topic: Z-team - Unofficial Port - Ocean Beach Volley, Barbarian (Psygnosis), IK +, ROx Zero
Replies: 6
Views: 10627

Re: Z-team - Unofficial Port - Ocean Beach Volley, Barbarian (Psygnosis), IK +, ROx Zero

Great work guys, all of those games look great so far! Looking forward to playing them one day - all of them!