Sega2.doc is enough, Really?

Ask anything your want about Megadrive/Genesis programming.

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TmEE co.(TM)
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Post by TmEE co.(TM) » Tue Dec 19, 2006 10:35 am

Yes thats true, name table cannot exceed 8KB. But why would you use so big name table anyway ? I use 64x32 and thats enough for me at the moment.
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Post by Stef » Tue Dec 19, 2006 1:50 pm

TmEE co.(TM) wrote:Yes thats true, name table cannot exceed 8KB. But why would you use so big name table anyway ? I use 64x32 and thats enough for me at the moment.
A bigger table permit less "update" period for scrolling game :)

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Post by TmEE co.(TM) » Tue Dec 19, 2006 1:57 pm

Yeah, thats logical, more data to process means more time for processing therefore less time for "do whatever access time"
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Post by Stef » Tue Dec 19, 2006 2:04 pm

In fact it just permit to have more time before updating the tilemap.
You do the same process but instead of doing it in 4 steps you can do it in 1 step for instance. That just made development of intensive scrolling game (as sonic) easier ;)

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Post by TmEE co.(TM) » Tue Dec 19, 2006 2:06 pm

Yeah, I get that. Maybe I should put name tables into my PC games too... on MD they work really well.
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Post by LocalH » Tue Dec 19, 2006 5:07 pm

TmEE co.(TM) wrote:Yes thats true, name table cannot exceed 8KB. But why would you use so big name table anyway ? I use 64x32 and thats enough for me at the moment.
I personally like a 128x32 nametable because it creates an easy-to-use relationship between X/Y tile coordinates and the actual offset into the nametable. Since each tile takes one word, when you have a nametable that's 128 tiles wide, each tile row takes exactly $100 bytes of nametable. Thus, to increase your Y coordinate by one tile, simply add $100 to the nametable address you're writing to. To increase your X coordinate by one tile, simply add $02 to the nametable address.

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Post by TmEE co.(TM) » Tue Dec 19, 2006 5:11 pm

Everyone has their own optimization tricks :)
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Post by Eke » Mon Jul 30, 2007 9:34 am

Have you noticed that sega2.doc (or .html .pdf), which seems to be a transcription from official documentation scans (found here: http://www.antime.org/sega/md.html) was missing a whole chapter about sprites (page 52-59, chapter K.) and another one about palettes & highlight/shadow (chapter M, pages 67-68 ) ?

Seems like there was some bad copypasting on page 61 and afterwards in sega2.doc...

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Post by 8bitwizard » Mon Jul 30, 2007 2:45 pm

It doesn't help any that the "original" copy of sega2.doc was a corrupted Word file. I am downloading the stuff you linked now, and if it's what you say it is, this could be interesting.

EDIT: they're files that I've seen before, but I never got around to looking into the big manuals. It's also possible that sega2f came from an earlier version that didn't have those sections yet.

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