1. Can you use window with scroll A and B?
2. Distortion effects are done by hardware or software?
3. Can you use more than 16 colours in scroll A or B?
Originally posted by fonzievoltonov@May 31, 2004 @ 01:58 PM
Hi,
1. Can you use window with scroll A and B?
When you use Window plane, the plane A is hidden under the Window plane.
(The position of the plane window is set in the registers)
Originally posted by RedAngel@Jun 1, 2004 @ 06:21 AM
I have tested some SNES games and a lot of them have a Sprite plane, 2 planes for backgrounds and another plane with life meters, time etc, so if you can use a Sprite plane, planes A and B for graphics and a window for life meters, time etc, in low resolution in Genesis we could do ports of SNES games.
I read in a Spanish web that MegaDrive (as we call it here) CAN´T do distortions effects by hardware and I was not very sure of that. :huh
I had a lot of doubts about the third question. I know that every tile can have 16 colours (I did not know if you could use any of the four pallettes) but usually in games every plane has 16 colours. Even some games only use 1 plane and they have backgrounds of only 16 colours.
Originally posted by fonzievoltonov@Jun 1, 2004 @ 05:52 AM
Thanks Edge-`
Your ADVANCE WAR seems to be cool.
>Dont wory about your title screen horisontal compression, the genny automaticaly resize it to 320 width (on real hardware).
I asked you by mail to join the Sega genesis dev ring, you never answered.
You don't want to join?
Bye
Fonzie
I'd love to join , though I've been quite dormant in development for the time being.
but got a bit frustrated with some limitations .
Using SDL for the DC
Originally posted by fonzievoltonov@Jun 2, 2004 @ 11:52 PM
but got a bit frustrated with some limitations .
Youre probably speaking about SGCC limitations, aren't you (very frustating )?
Or the number of tiles present in the VRAM (max +-1200 tiles frustated me :rant )?
For the first solution, i passed to GCC with succes (only change the sega.s, remplace all your .s syntax, put uint in ushort, int in short, ulong in uint...).
And you will get a faster optimisation (depend of your code structure) and no more bugs.
For the second, i used .map instead of flat pictures.
i agree with you GCC is better than SGCC, i now can dev without asking me "is it my code or SGCC ?" when something bugs
et soit pret pour ce we, une chtite surprise
Originally posted by fonzievoltonov@Jun 3, 2004 @ 01:31 PM
et soit pret pour ce we, une chtite surpriseÂ
Oulala, ça va être chochocho ce week end....
Un software?, une rom mega drive?....
Kaneda is a soooo secret guy that we can expect every thing from him (Outch, whats that english ?? ).
:lol: