Search found 338 matches

by cero
Mon Dec 13, 2021 6:13 pm
Forum: Demos
Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
Replies: 9
Views: 9132

Re: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP

Did you see Vetea's version? Interesting timing that both appear within days.

https://www.sega-16.com/forum/showthrea ... -Megadrive
by cero
Mon Dec 13, 2021 7:48 am
Forum: Megadrive/Genesis
Topic: EXG instruction encoding
Replies: 4
Views: 7782

Re: EXG instruction encoding

Write those parts as bytes and put the real thing in a comment?

.dw $C540 ; exg d0, d2

Adjust syntax for your preferred assembler.
by cero
Thu Nov 25, 2021 7:56 am
Forum: SGDK
Topic: Collision Detection - 2D side scroller
Replies: 3
Views: 3915

Re: Collision Detection - 2D side scroller

You don't load it to RAM. You keep it in ROM.
by cero
Wed Oct 27, 2021 8:12 am
Forum: Demos
Topic: Wonderboy in Monster Land fan remake/expanded game
Replies: 2
Views: 6001

Re: Wonderboy in Monster Land fan remake/expanded game

Personally I find that art style absolutely horrible. It's like disgusting modern mobile crap.

You don't mention the platform, but it appears to be Unity for PC.
by cero
Thu Aug 12, 2021 6:52 am
Forum: Tools
Topic: Assembly Tool Labels Show Asm Code
Replies: 6
Views: 7641

Re: Assembly Tool Labels Show Asm Code

Sorry, I've never needed that, so I don't know which ones support it. If you need the emu to separate code and data, it needs a feature called Code Data Logging. You turn it on, play through the entire game, including every room and every optional part, and then it knows which parts are code and whi...
by cero
Wed Aug 11, 2021 5:00 pm
Forum: Tools
Topic: Assembly Tool Labels Show Asm Code
Replies: 6
Views: 7641

Re: Assembly Tool Labels Show Asm Code

It depends on if your specific emulator supports your specific symbol table format.

Constants and equ/set are impossible to disassemble. Think what they do, and it should be obvious why.
by cero
Mon Jul 19, 2021 5:12 pm
Forum: SGDK
Topic: Thousand tiles based maps - "How to" using SGDK?
Replies: 8
Views: 11147

Re: Thousand tiles based maps - "How to" using SGDK?

Your reply went to the duplicate thread in another subforum.
by cero
Sun Jul 18, 2021 5:49 am
Forum: SGDK
Topic: Thousand tiles based maps - "How to" using SGDK?
Replies: 8
Views: 11147

Re: Thousand tiles based maps - "How to" using SGDK?

Is there already a set of functions implemented in SGDK in order to effectively use thousand based tilemaps?

Without require many hard to code very long functions?
No. You will have to write your own.
by cero
Thu Jul 01, 2021 5:48 am
Forum: Sound
Topic: Dump sequential channels
Replies: 2
Views: 3922

Re: Dump sequential channels

Presumably you should dump a VGM (however that's done) and look at it in an editor like Deflemask.
by cero
Fri Jun 04, 2021 6:32 am
Forum: Megadrive/Genesis
Topic: Releasing on Steam (and similar platforms)
Replies: 10
Views: 12785

Re: Releasing on Steam (and similar platforms)

That's an emulator-side change, so you'd have to include your CRT filter in the emulator sources.
by cero
Thu Jun 03, 2021 5:24 pm
Forum: Megadrive/Genesis
Topic: Releasing on Steam (and similar platforms)
Replies: 10
Views: 12785

Re: Releasing on Steam (and similar platforms)

That would work! Does that include the source of my own game though? Only if your game is a derivative of the emulator. This would happen e.g. if you create some super-genesis mode with a higher resolution, more colors etc, and communicate this between the rom and the emulator. Then it's obviously ...
by cero
Thu Jun 03, 2021 7:15 am
Forum: Megadrive/Genesis
Topic: Releasing on Steam (and similar platforms)
Replies: 10
Views: 12785

Re: Releasing on Steam (and similar platforms)

Read the license. GPL allows selling, you just have to distribute the source to the emulator including any modifications you did to it.

edit: GPLv3 would prevent some of the more evil DRM, but I think you can choose the DRM level when sending something to steam.
by cero
Sat May 15, 2021 5:29 pm
Forum: Video Display Processor
Topic: VDP Status Register
Replies: 28
Views: 146918

Re: VDP Status Register

Thanks!
by cero
Fri May 14, 2021 4:56 pm
Forum: Video Display Processor
Topic: VDP Status Register
Replies: 28
Views: 146918

Re: VDP Status Register

Does vcounter continue? Thinking about timing frames during a black screen. And if vcounter continues during disabled display, is it affected by also disabling ints (via SYS_disableInts, so vint still fires I believe, it's just ignored).
by cero
Thu May 13, 2021 3:46 pm
Forum: Video Display Processor
Topic: VDP Status Register
Replies: 28
Views: 146918

Re: VDP Status Register

Is the VBLANK flag valid when display is disabled? I couldn't find anything in google or checking vblank/blank/vcounter keywords here.

Asking because dgen and mednafen differ here, dgen's is valid, mednafen's not.