Did you see Vetea's version? Interesting timing that both appear within days.
https://www.sega-16.com/forum/showthrea ... -Megadrive
Search found 338 matches
- Mon Dec 13, 2021 6:13 pm
- Forum: Demos
- Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
- Replies: 9
- Views: 9132
- 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.
.dw $C540 ; exg d0, d2
Adjust syntax for your preferred assembler.
- 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.
- 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.
You don't mention the platform, but it appears to be Unity for PC.
- 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...
- 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.
Constants and equ/set are impossible to disassemble. Think what they do, and it should be obvious why.
- 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.
- 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?
No. You will have to write your own.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?
- 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.
- 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.
- 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 ...
- 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.
edit: GPLv3 would prevent some of the more evil DRM, but I think you can choose the DRM level when sending something to steam.
- Sat May 15, 2021 5:29 pm
- Forum: Video Display Processor
- Topic: VDP Status Register
- Replies: 28
- Views: 146918
Re: VDP Status Register
Thanks!
- 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).
- 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.
Asking because dgen and mednafen differ here, dgen's is valid, mednafen's not.