The DevSter Forums
« Search Results »

Welcome Guest. Please Login or Register.
Dec 30, 2009, 10:04am




The DevSter Forums :: Search Results
20 Most Recent Posts20 Results Found

Result 1 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: RAMDISK for BasiEgaXorz (Read 238 times)
oompa loompa
I AM THE GOVERNATOR
*
member is offline

[avatar]

"Git 'Er Dun!"


[homepage]

Joined: Sept 2003
Gender: Male
Posts: 1,012
Location: Up
 Re: RAMDISK for BasiEgaXorz
« Result #1 on Dec 28, 2009, 3:02pm »

I finally have my development computer up and running (after 1 year of no usage - it's good I still have the basiegaxorz sources!), and I'm working on my RAM uploader :D. Possibly, I'm going to release a new version of basiegaxorz that will compile for this RAM execution thing
Link to Post - Back to Top  IP: Logged


Result 2 of 20:
Page 1 of 3 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: kramlib v.1.0 december launch (Read 402 times)
TheMVRules
Burger Head
**
member is offline



i'm t3h h0ly k1ng 0f w0r1d



Joined: Oct 2009
Posts: 12
Location: sweden
 Re: kramlib v.1.0 december launch
« Result #2 on Dec 28, 2009, 8:41am »

Enable bus request. I think it is by writing a 0100 to A11000 to enable and 0000 to disable.
« Last Edit: Dec 28, 2009, 8:54am by TheMVRules »Link to Post - Back to Top  IP: Logged

blah blah


Result 3 of 20:
Page 1 of 3 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: kramlib v.1.0 december launch (Read 402 times)
walker7
Jedi Master Material
****
member is offline





Joined: Mar 2008
Posts: 53
 Re: kramlib v.1.0 december launch
« Result #3 on Dec 26, 2009, 1:20am »

I have more questions: What must be done so that when writing to addresses like $A00000 or $A04000, it does not give a 68K illegal operation and instead, plays the music like normal? And in the Sonic 2 ROM, where can the piece of code that reads and writes the music headers be found?
Link to Post - Back to Top  IP: Logged


Result 4 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
socram8888
PooP MonkeeH
*
member is offline

[avatar]

S4X8.tk Admin

[msn]
[homepage]

Joined: Sept 2009
Gender: Male
Posts: 9
Location: Valencia, España
 Re: Scroll background image
« Result #4 on Dec 24, 2009, 1:23am »

[deleted]
« Last Edit: Dec 24, 2009, 1:40am by socram8888 »Link to Post - Back to Top  IP: Logged


Result 5 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
theelf
Burger Head
**
member is offline

[avatar]



Joined: Apr 2007
Gender: Male
Posts: 13
Location: España...pero de Bariloche :)
 Re: Scroll background image
« Result #5 on Dec 24, 2009, 1:11am »

As you can see, the VRam is not only to store tiles. All the info for create the current screen (except for the colors and the V Scroll), is stored here.


Thanks for the reply, i want to know, because 1kb here is a lot!! :)

this days im not working, and stay in home, i hope i can make some progress in my code.. :)

For all, happy christmas and new year!!!! and thanks for the help for everybody!!

Feliz navidad y año nuevo, a todos los que hablen castellano! :)

[image]
Link to Post - Back to Top  IP: Logged


Result 6 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
Mairtrus
>> 9 MILLIMETER <<
*****
member is offline

[avatar]

^^ LOL caveman

[msn]

Joined: Nov 2007
Gender: Male
Posts: 120
Location: Mendoza, Argentina
 Re: Scroll background image
« Result #6 on Dec 23, 2009, 4:39pm »


Dec 23, 2009, 1:39pm, theelf wrote:
One unit of <Tile Destination.....> is equal to one 8*8 tile, and the destination starts at 0 and end at 1343. So, the video memory can hold 1344 simultaneous tiles (43008 bytes of VRAM)


This text is in help, in loadtiles section. Why only use 43008 bytes, if the megadrive vram is 64kb in the specs..?

Thanxs!


If you see near to the end of the help, you will see this:


Quote:
Default VRAM Map

Scroll B = $E000 - $FFFF [8192 Bytes]
Scroll A = $C000 - $DFFF [8192 Bytes]
Patterns (Tiles 1520-1535) = $BE00 - $BFFF [1856 Bytes]
Window = $B000 - $BDFF [2240 Bytes]
Patterns (Tiles 1396-1407) = $AE80 - $AFFF [384 Bytes]
Sprites = $AC00 - $AE7F [640 Bytes]
H Scroll = $A800 - $ABFF [1024 Bytes]
Patterns (Tiles 0-1343) = $0000 - $A7FF [43008 Bytes]



As you can see, the VRam is not only to store tiles. All the info for create the current screen (except for the colors and the V Scroll), is stored here.
Link to Post - Back to Top  IP: Logged

[image]
¿Tenés problemas con BasiEgaXorz? ¡Escribime, carajo!


Result 7 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
theelf
Burger Head
**
member is offline

[avatar]



Joined: Apr 2007
Gender: Male
Posts: 13
Location: España...pero de Bariloche :)
 Re: Scroll background image
« Result #7 on Dec 23, 2009, 1:39pm »

One unit of <Tile Destination.....> is equal to one 8*8 tile, and the destination starts at 0 and end at 1343. So, the video memory can hold 1344 simultaneous tiles (43008 bytes of VRAM)


This text is in help, in loadtiles section. Why only use 43008 bytes, if the megadrive vram is 64kb in the specs..?

Thanxs!
Link to Post - Back to Top  IP: Logged


Result 8 of 20:
   [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Sonic3 SMPS tracker tool (Read 144 times)
Tiido
Jedi Master Material
****
member is offline

[avatar]

Mega Drive Modding Master

[msn] [aim]
[homepage]

Joined: Apr 2008
Gender: Male
Posts: 58
Location: Planet Estonia, Mahtra city
 Re: Sonic3 SMPS tracker tool
« Result #8 on Dec 22, 2009, 7:24am »

I would not use SMPS for anything but importing and exporting, all editing and such would happen in a custom tracker format that's easy to manage.
Link to Post - Back to Top  IP: Logged

_((XD))_->B


Result 9 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
theelf
Burger Head
**
member is offline

[avatar]



Joined: Apr 2007
Gender: Male
Posts: 13
Location: España...pero de Bariloche :)
 Re: Scroll background image
« Result #9 on Dec 21, 2009, 7:03pm »

Here is the code that I used when I wrote my scrolling engine (well, actually this is a different one, but the functionallity is the same). All the code is fully commented and is (I think) very easy to understand. If someone has doubts, the image is 720*320 (resized to 720*224), converted with ImaGenesis in 4bpp mode,15 colors, optimised. The map was saved in a file, because sometimes BEX has problems to recognise big chains of data.
I leave you as a homework the vertical displacement. It's not that hard, just pay attention to horizontal scrolling code;).


Sorry the delay to reply. THANXS!! the code is amazing! is very well quoted, and i understand not all, but almost all.

The most difficult work, is to convert the 640x224 background, that is 2240 tiles in 950-1050 tiles. Very difficult!!

I spend 6 or 8 hours in photoshop, and finally i finish the conversion of a NeoGeo background, from last Blade 2. Is 640x224, 11 colours, and only 985 tiles! :)

http://rapidshare.com/files/324195509/lastblade2.zip

Now is time to understand how to add a sprite in the code. I want that the background scroll when i move the sprite... i hope i can make the code!!

if i cant, i ask for help... sorry, im better in photoshop than in basic :-/
Link to Post - Back to Top  IP: Logged


Result 10 of 20:
Page 1 of 3 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: kramlib v.1.0 december launch (Read 402 times)
zephyr
Burger Head
**
member is offline

[avatar]

Delphi & Turbo Pascal Coder

[icq]
[homepage]

Joined: Mar 2007
Gender: Male
Posts: 22
Location: Russia (BeloRussia)
 Re: kramlib v.1.0 december launch
« Result #10 on Dec 21, 2009, 11:33am »

Mairtrus, thanks, but in what place I have must
made change's??? Can you give a little example???
Engine work slower on PAL machine - you can use last
Regen emulator with Europe setting country to see it :(
Link to Post - Back to Top  IP: Logged


Result 11 of 20:
Page 1 of 3 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: kramlib v.1.0 december launch (Read 402 times)
Mairtrus
>> 9 MILLIMETER <<
*****
member is offline

[avatar]

^^ LOL caveman

[msn]

Joined: Nov 2007
Gender: Male
Posts: 120
Location: Mendoza, Argentina
 Re: kramlib v.1.0 december launch
« Result #11 on Dec 21, 2009, 5:32am »


Dec 20, 2009, 12:03pm, zephyr wrote:
kram1024, great work!!!
This is a good way to use more sound hardware then
Shiru's TFM does!!!
I have got real SMD system with flash cart and
can test it on real hardware. But I have PAL machine :(
Can somebody explain me how to speed up song a little for
a 50Hz hardware? ???


You should have no problems, since the Z80 SMPS does not depend on the verticals interruptions to play music. Anyway, the bytes 4-5 changes the playback speed. Byte 5 changes the speed a little, while the byte 4 changes the speed a lot.


Dec 20, 2009, 5:58pm, walker7 wrote:
In the Sonic 2 music format, since $00-$7F denote the note lengths, what is the byte value used for a quarter note, a half note, whole note, triplet, etc.?


There is no real equivalence, but since $00 is the maximum length and $01 the minimun (yep, it's 01,02...7F,00), I like to use the following equivalent list:
00: Whole
40: Half
20: Quarter
10: Eighth
08: Sixteenth
04: Thirty-second
02: Sixty-fourth

A triplet can be done by dividing the note lenght by 3 and fixing the values to get, by addition, the length of the original note. For example: To make a quarter triplet, you can do 32/3=10.66, so you will have 11+10+11 ($0B+$0A+$0B). I do it this way and gives me really acurate results.
Link to Post - Back to Top  IP: Logged

[image]
¿Tenés problemas con BasiEgaXorz? ¡Escribime, carajo!


Result 12 of 20:
Page 1 of 3 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: kramlib v.1.0 december launch (Read 402 times)
walker7
Jedi Master Material
****
member is offline





Joined: Mar 2008
Posts: 53
 Re: kramlib v.1.0 december launch
« Result #12 on Dec 20, 2009, 5:58pm »

In the Sonic 2 music format, since $00-$7F denote the note lengths, what is the byte value used for a quarter note, a half note, whole note, triplet, etc.?
Link to Post - Back to Top  IP: Logged


Result 13 of 20:
Page 1 of 3 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: kramlib v.1.0 december launch (Read 402 times)
zephyr
Burger Head
**
member is offline

[avatar]

Delphi & Turbo Pascal Coder

[icq]
[homepage]

Joined: Mar 2007
Gender: Male
Posts: 22
Location: Russia (BeloRussia)
 Re: kramlib v.1.0 december launch
« Result #13 on Dec 20, 2009, 12:03pm »

kram1024, great work!!!
This is a good way to use more sound hardware then
Shiru's TFM does!!!
I have got real SMD system with flash cart and
can test it on real hardware. But I have PAL machine :(
Can somebody explain me how to speed up song a little for
a 50Hz hardware? ???
Link to Post - Back to Top  IP: Logged


Result 14 of 20:
Page 1 of 7 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Sticky: Suggestions (Read 3,056 times)
TheMVRules
Burger Head
**
member is offline



i'm t3h h0ly k1ng 0f w0r1d



Joined: Oct 2009
Posts: 12
Location: sweden
 Re: Sticky: Suggestions
« Result #14 on Dec 19, 2009, 9:48am »

Adding command line would also make BEX work better on vista.
Link to Post - Back to Top  IP: Logged

blah blah


Result 15 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
Mairtrus
>> 9 MILLIMETER <<
*****
member is offline

[avatar]

^^ LOL caveman

[msn]

Joined: Nov 2007
Gender: Male
Posts: 120
Location: Mendoza, Argentina
 Re: Scroll background image
« Result #15 on Dec 17, 2009, 8:57am »


Dec 16, 2009, 9:53am, oompa loompa wrote:
I think synphias did improvements on the code to make it faster by optimizing the writes to VRAM

I think that I was...


Dec 17, 2009, 6:03am, theelf wrote:
im still need how to load the tiles in a dynamic way, because in the gelda example, you load only a few tiles, and repeat in the array/grid, or i understand wrong the example?

Your gelda code is amazing, the first i need is know how to change the array/grid from 24x24 to 24x7, because i dont want up/down move in background, only left/right, and second how to load in a dynamic the tiles that are now visibles. Wow, a lot to work to this weekend. I hope i can...


You are understanding correctly. Due to limitations in the number of tiles you can put in the VRAM, it is necessary to always load the minimum amount of tiles and redistribute them in the best possible way. Does this mean is not possible do what you ask? Of course it's possible but not advisable due to the high consumption of resources required, coupled with the huge space occupied by the graphics in ROM.
Unless you make a game like "The Legend of Zelda: Link's Awakening", where the entire screen is redrawn when moving from one room to another...

Here is the code that I used when I wrote my scrolling engine (well, actually this is a different one, but the functionallity is the same). All the code is fully commented and is (I think) very easy to understand. If someone has doubts, the image is 720*320 (resized to 720*224), converted with ImaGenesis in 4bpp mode,15 colors, optimised. The map was saved in a file, because sometimes BEX has problems to recognise big chains of data.
I leave you as a homework the vertical displacement. It's not that hard, just pay attention to horizontal scrolling code;).

Whatever question, don't forget to ask.
Link to Post - Back to Top  IP: Logged

[image]
¿Tenés problemas con BasiEgaXorz? ¡Escribime, carajo!


Result 16 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
theelf
Burger Head
**
member is offline

[avatar]



Joined: Apr 2007
Gender: Male
Posts: 13
Location: España...pero de Bariloche :)
 Re: Scroll background image
« Result #16 on Dec 17, 2009, 6:03am »

I don't have a very good tutorial on how to dynamically load tiles (and we do need one because this is the most common thing that newcomers ask for). This is a link to some code I made to dynamically load tiles:

http://devster.proboards.com/index.cgi?b....play&thread=409

I think synphias did improvements on the code to make it faster by optimizing the writes to VRAM


Hi! thanxs oompa loompa for the reply.

I check the gelda example, and i see you "cut" the screen in 32x32 pixels (10x7 for 320x224 res) or im wrong?

im still need how to load the tiles in a dynamic way, because in the gelda example, you load only a few tiles, and repeat in the array/grid, or i understand wrong the example?

Your gelda code is amazing, the first i need is know how to change the array/grid from 24x24 to 24x7, because i dont want up/down move in background, only left/right, and second how to load in a dynamic the tiles that are now visibles. Wow, a lot to work to this weekend. I hope i can...


Im graphist, and i was making a game for RPG maker. I have near 50% of graphics done, and some musics... Is a dream from child make a game for MegaCD, maybe i have a chance now!


If i can or not, i write a post in this days. Thanxs for all help. I really want to learn!
« Last Edit: Dec 17, 2009, 6:04am by theelf »Link to Post - Back to Top  IP: Logged


Result 17 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
oompa loompa
I AM THE GOVERNATOR
*
member is offline

[avatar]

"Git 'Er Dun!"


[homepage]

Joined: Sept 2003
Gender: Male
Posts: 1,012
Location: Up
 Re: Scroll background image
« Result #17 on Dec 16, 2009, 9:53am »


Dec 15, 2009, 6:02am, kram1024 wrote:
I was illustrating how sonic2 does it by showing him the drawing code
Edi: I also see that you had to spoil the fun of him learning from the drawing code itself even more. the drawing code tells a lot about how the games work. Obviously you already know how the routine works, XD, so why not just add comments to the code I provided from sonic2 so he sees better how THAT works.


?????

Aren't you the poster of this code? I know the original poster asked for a reference to a Sonic 2 routine, but can you or can you not explain this code?

I don't understand how it "spoil the fun of him learning from the drawing code itself even more". Can you elaborate more? Mairtus post is to give general information about drawing a dynamically loaded map onto the screen.

Is this not the forums for a newbie BASIC compiler? lol


Quote:
Hi! first sorry my english.

I know how to draw in screen a 320x224 image (like in ffantasy example).

If i need to draw sprites, i made the image background smaller like 320x192, and i have 160 tiles to sprites free.. (i dont know another way, because a background fill al tiles)

My question is, if i have a 512x224 image, and i want to scroll following the sprite coordinates (like a sonic), how i can make the image fit in the 1120 tile limit?

I want to load a 512x224 image, put the sprite, and that this background follow the sprite (again, like a sonic game for example)

Hope someone can help me, Thanxs!


PD: EDIT: Because my english is so bad, and maybe dont understand me, i made a little example. A Final Fight "level" :), with a static bakground, but the idea is that scroll !! how?¿¿ THANXS!

http://rapidshare.com/files/320585751/example.zip


I don't have a very good tutorial on how to dynamically load tiles (and we do need one because this is the most common thing that newcomers ask for). This is a link to some code I made to dynamically load tiles:

http://devster.proboards.com/index.cgi?b....play&thread=409

I think synphias did improvements on the code to make it faster by optimizing the writes to VRAM
Link to Post - Back to Top  IP: Logged


Result 18 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
theelf
Burger Head
**
member is offline

[avatar]



Joined: Apr 2007
Gender: Male
Posts: 13
Location: España...pero de Bariloche :)
 Re: Scroll background image
« Result #18 on Dec 15, 2009, 1:00pm »

Hi! thanxs kram1024 for the code and your help, but sorry, i dont understand assembler. I only know a basic basic :)

A bigger code like this is like chinesse for me. I need small code examples to understand, if not, i lost.

Here's a fairly simple explanation of how to do what you're looking for:
First, you need to define a camera. It is nothing more that the coordinates (X, Y) of the current screen.
Second, every time the camera moves, you need to check that the distance that moved the camera (say, 8 pixels) is sufficient to load new tiles. If this happens, you will need to load the new tiles.That's all.
Now, let's see from the graphic point of view ...

To fill a 320 * 224 screen, you need 1120 tiles, assuming that the camera is in a position multiple of 8 (0,8,16,24, etc ...). Assuming that the camera move 4 pixels to the right, although the size of the screen is the same, now there are 2 lines of tiles incomplete screen, so that the number of tiles that are viewed is 1148 tiles (28 tiles more ...).

Do you understand?




If i dont understand bad, you say that i need to create a camera, and (for example) 4x4 tiles sprite.
If the sprite is in, example, x=<32 i scroll left, one column of tiles, and free from memmory the most right column of tiles...? in this case i need to load all the 1120 tiles, one by one?


The problem is i dont know how to make a code of this. Do you know how to download a example?

Thanxs!
« Last Edit: Dec 15, 2009, 1:03pm by theelf »Link to Post - Back to Top  IP: Logged


Result 19 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
Mairtrus
>> 9 MILLIMETER <<
*****
member is offline

[avatar]

^^ LOL caveman

[msn]

Joined: Nov 2007
Gender: Male
Posts: 120
Location: Mendoza, Argentina
 Re: Scroll background image
« Result #19 on Dec 15, 2009, 6:26am »

Because he is doing a very simple question in the forum BasiEgaXorz, so I gather he does not know assembler.
Link to Post - Back to Top  IP: Logged

[image]
¿Tenés problemas con BasiEgaXorz? ¡Escribime, carajo!


Result 20 of 20:
Page 1 of 2 » Jump to page   Go    [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Scroll background image (Read 216 times)
kram1024
Moldy Popcorn
***
member is offline



got slack?

[msn] [aim]

Joined: Aug 2004
Gender: Male
Posts: 33
 Re: Scroll background image
« Result #20 on Dec 15, 2009, 6:02am »

I was illustrating how sonic2 does it by showing him the drawing code
Edi: I also see that you had to spoil the fun of him learning from the drawing code itself even more. the drawing code tells a lot about how the games work. Obviously you already know how the routine works, XD, so why not just add comments to the code I provided from sonic2 so he sees better how THAT works.
« Last Edit: Dec 15, 2009, 6:08am by kram1024 »Link to Post - Back to Top  IP: Logged



Back to the DevSter Homepage
Click Here To Make This Board Ad-Free


This Board Hosted For FREE By ProBoards
Get Your Own Free Message Boards & Free Forums!