Hi Morden,
The pronounciation for the Korean word is Bah-ri-jaht
Search found 116 matches
- Tue May 30, 2017 12:18 am
- Forum: Demos
- Topic: 바리잣 by Limp Ninja
- Replies: 1
- Views: 2877
- 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)...
- 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.
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.
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
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...
- 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 ...
- 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...
- 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 ...
- 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 ...
- 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...
- 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!