Search found 75 matches

by MrTamk1s
Fri Jun 26, 2015 4:51 pm
Forum: Demos
Topic: Genesis/SEGA CD multi tool homebrew
Replies: 6
Views: 5841

Re: Genesis/SEGA CD multi tool homebrew

matteus wrote:ComradeOj over at Sega-16 posts a lot of dev projects including this one. Not entirely sure why he doesn't post here as I imagine more users would be interested!
Invite him/her over :)!
Neat little tech utility.
by MrTamk1s
Thu Jun 25, 2015 3:50 am
Forum: Blabla
Topic: "Still Alive" (Sega-to-Sega communication) demo
Replies: 3
Views: 9927

"Still Alive" (Sega-to-Sega communication) demo

Am cross posting this thread from Sega-16 because it is too cool! Apparently one of the members from Sega-16 created a program that runs the credits "Still Alive" sequence from Portal, using a master-slave configuration and serial communication between 2 Sega Genesi via controller port #2 on both. Y...
by MrTamk1s
Fri Jun 19, 2015 7:30 pm
Forum: Demos
Topic: Ultra Air Hockey (SGDK)
Replies: 5
Views: 6393

ICEknight wrote:On real hardware
IIRC, the music sounded quite well on my Model 2 Genny using a EDMD for the previous build; though I really should modify the DAC samples to a better quality frequency later on, since the music can drown out the game's DAC sfx.
by MrTamk1s
Wed Jun 17, 2015 4:47 pm
Forum: Demos
Topic: Ultra Air Hockey (SGDK)
Replies: 5
Views: 6393

Ultra Air Hockey (SGDK)

Currently working on porting my original Ultra Air Hockey Indie game to Sega with SGDK. Essentially, it's an Air Hockey game with powerups, 3 different difficulty modes (easy, medium, and hard, each with different goal sizes), Echo Sound Engine audio, and an announcer guy. Full details about the por...
by MrTamk1s
Tue Jun 16, 2015 7:48 pm
Forum: Demos
Topic: Jukebox
Replies: 7
Views: 7742

Now i need more vgm's :)

*Shamelesss plug. Just give some credit to me and the original authors as due :)
by MrTamk1s
Mon Jun 15, 2015 4:41 pm
Forum: Hardware
Topic: Hmmmm.......?
Replies: 25
Views: 43892

Ready? Go! https://www.mediafire.com/convkey/3528/guuq2hcamv0w77x4g.jpg In all seriousness , please keep this a friendly competition, no :wink:? Also, out of curiosity, what features will this RAM cart have? All I currently see is a giant PCB with no chips and no evidence if it even works. Pics/vide...
by MrTamk1s
Mon Jun 08, 2015 8:46 pm
Forum: Demos
Topic: Jukebox
Replies: 7
Views: 7742

Re: Jukebox

Now I see why you wanted the custom text characters as sprites, so that you could have pixel-precision movement of text character tiles so that they could move in a wavy motion if I am correct. In that case, you may want to treat all text characters as sprites. As you see i have trouble setting the ...
by MrTamk1s
Sat Jun 06, 2015 5:11 pm
Forum: Demos
Topic: Mode 7 demo for Genesis/MD
Replies: 63
Views: 216338

Really like the addition of the shadow highlighting towards the horizon, and the animated map parts (the purple pit lane)!
by MrTamk1s
Thu Jun 04, 2015 12:29 am
Forum: Megadrive/Genesis
Topic: Vgm music archive
Replies: 1
Views: 2789

Hate to see unasnwered posts :P, even a topic like this

Meh, I guess the closest you are going to get is the Homebrew section of VGMRips.net
by MrTamk1s
Tue Jun 02, 2015 4:42 pm
Forum: SGDK
Topic: Sprite array
Replies: 3
Views: 3297

It would be a better idea to simply upload the images' tiles into the VRAM slots occupied by the built-in SDGK font, instead of making each tile its own sprite. That would save precious sprite slots and require less memory overhead than using the Sprite Engine or dealing with sprites. As for those s...
by MrTamk1s
Mon Jun 01, 2015 12:53 pm
Forum: SGDK
Topic: Sprite Engine Help
Replies: 18
Views: 14170

That fixed the palette issue :). ================== Another problem with the Sprite Engine regarding setting collision properties. After using rescomp with "BOX" or "CIRCLE" collision types for my in-game sprites, Code::Blocks threw errors of invalid M68k datatype declaration opcodes in the correspo...
by MrTamk1s
Sat May 30, 2015 10:27 pm
Forum: Blabla
Topic: Hidden sound effects in Ayrton Senna's Super Monaco GP II
Replies: 1
Views: 8562

Interesting! What other hidden things did you find while reversing?
by MrTamk1s
Wed May 27, 2015 1:59 am
Forum: SGDK
Topic: Sprite Engine Help
Replies: 18
Views: 14170

Sorry for the double post, but one last minor issue; the code from above does not properly load the correct colors from the Eagle Sprite image into PAL2. (Specifically, VDP_setPalette(PAL2, SPR_Eagle.palette); does not seem to be working correctly) I verified that Rescomp does indeed create the corr...
by MrTamk1s
Wed May 27, 2015 1:07 am
Forum: SGDK
Topic: Sprite Engine Help
Replies: 18
Views: 14170

What you posted worked, the Eagle tiles are now uploaded and the Eagle sprite now flies across the screen! (Although the sprite tiles overwrite a small section of the Plane A BG; though, I should be able to fix this.)

Thanks!
by MrTamk1s
Sat May 16, 2015 10:31 pm
Forum: SGDK
Topic: Sprite Engine Help
Replies: 18
Views: 14170

Actually the parameter you pass to SPR_init(..) should not be that low ! It is actually the size of the tile cache and not the number of tiles your sprite(s) is using. Actually i believe even the single eagle sprite is using more than 15 tiles (4x4 ?) so it won't be able to even allocate its tilema...