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Post by jlf65 on Oct 19, 2014 16:44:05 GMT -5
Have you tried it with a mouse? It's AWESOME!! Really, this port is better than my 32X version!
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Post by jlf65 on Apr 4, 2012 0:43:11 GMT -5
You can find the archive with my original example for TADPCM here: musicdemo4.7zThere's a thread over at SpritesMind concerning the series of demos I did on Z80 decompression - this was one of those demos.
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Post by jlf65 on Dec 17, 2011 17:10:18 GMT -5
Not dead, just delayed due to other things. I am getting ready to release the next major update to Wolf32X. It'll benefit from updates to the base code and everything I've learn about the 32X since the last release.
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Post by jlf65 on Nov 23, 2011 15:38:32 GMT -5
Well, that certainly allows you to know for certain exactly what color the value produces.
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Post by jlf65 on Oct 24, 2011 15:37:04 GMT -5
The board no longer tracks the state of the threads read. It always shows the same threads as unread whether I read them or even click mark as read. I've tried giving all permissions in NoScript, and deleting all the cookies... still doesn't work. EDIT: It seems to be working today. Will keep an eye on this for the next week or so.
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Post by jlf65 on Oct 24, 2011 2:07:23 GMT -5
Why do people keep reloading the driver for every sound? Just load it once and then just stop the Z80 WITHOUT reseting it to play later sounds.
Even when you look at the sdk I used in my original example, it only reloads the driver if it's DIFFERENT from the last driver loaded.
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Post by jlf65 on Sept 23, 2011 18:53:00 GMT -5
Just tried the latest... seems the enemy planes only appear up to 2/3rds the way across the screen, and overlap the life bar sometimes. Maybe you meant to add an offset to push them past the life bar and forgot it?
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Post by jlf65 on Sept 12, 2011 21:10:31 GMT -5
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Post by jlf65 on Sept 1, 2011 23:59:31 GMT -5
All flash carts only have sram on the ODD bytes. Setting the option to EVEN would merely result in it not working on the flash cart. It MUST be set to ODD, and you must use odd addresses.
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Post by jlf65 on Sept 1, 2011 0:27:00 GMT -5
The Tototek MD-Pro gives you four banks of 32KB of sram, accessed on odd bytes from 0x200000 to 0x20FFFF. If you want to know how to switch banks, I can dig that up (it's in a notebook somewhere). It's designed to be compatible with games that use sram.
The Neo Myth gives you anywhere from 4KB to 64KB of sram, with a total number of banks equal to how many times the bank divides into 256KB. The sram is accessed on odd bytes from 0x200000 to 0x21FFFF (for 64KB sram size). It's also designed to be compatible with sram games. The Neo Myth also has a mode for EEPROM which makes a 1Kbit EEPROM available at 0x200001 using the "normal" method of accessing EEPROMs used by most games that use an EEPROM.
The Everdrive-MD uses one bank of 32KB, or (if you have v3+ firmware) four banks of 8KB. It's accessed at 0x200000 at odd bytes like usual for sram.
So all the major flash carts have at least 32KB of sram at 0x200000 to 0x20FFFF accessed on odd bytes.
Remember that if your rom is over 2MB in size, you MUST disable ints and enable the sram before reading or writing, then disable the ram and disable ints after reading or writing. If the 32X is enabled, you MUST set the RV bit BEFORE enabling the sram to halt the SH2s. Clear the RV bit after you disable the sram.
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Post by jlf65 on Aug 22, 2011 20:39:43 GMT -5
I've got a couple of AtGames handhelds - the major issue most people have is not game compatibility, but the FM pitch being off, so music doesn't sound right. If you can ignore the music being off-key, the emulation isn't that bad. We've seen worse on the PC. I seem to remember there being a list of games the AtGames emulation doesn't handle right over at SEGA-16 in one of the many threads on AtGames consoles/handhelds. Many universally revile the AtGame for the off-key music. I think it makes a decent cheap console/handheld for the kids as they are cheap - if they break one, no big deal. While you can get a "real" Genesis cheap as well, people get more upset if someone breaks it. I agree that the single directory for games on the SD is irritating. I keep all my games sorted into sub-directories to make it easier to find what I'm after. I try to keep the SD card in my AtGames handheld down to just the games I want to play, not everything because of that issue over sub-directories. There was a thread on SEGA-16 about a new database for the SD card to show icons for all the games. That's handy - you might want it for yours. EDIT: You can find some games modded to work on the AtGames emulator here: elektropage.ru/publ/sega_suslik/14
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Post by jlf65 on Aug 21, 2011 23:18:15 GMT -5
Anything by AtGames is emulation.
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Post by jlf65 on Aug 15, 2011 23:52:35 GMT -5
UFTC is a codebook lookup of 4x4 pixel blocks (at least, that's what it looks like to me). UFTC allows you to decompress on the fly one or more tiles from anywhere out of the whole block of tiles that were compressed.
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Post by jlf65 on Jul 26, 2011 4:46:15 GMT -5
Not bad... that should be worth playing.
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Post by jlf65 on Jul 23, 2011 1:52:28 GMT -5
That game looks awesome! I was aiming for Super Pitfall actually. Specifically porting this demake to the Genesis: forums.tigsource.com/index.php?topic=2398.0Please be blunt! What are the specific points of lameness? Is the gravity too off? Did you see those links I posted over at Sega-16 for Super Pitfall? You might as well just use the NES sprites and tiles. As to what you posted. It's pretty "rudimentary" - the main sprite not being animated is probably the biggest problem right now. You need walk and jump cycles. Single color sprites are also hard to get away with these days unless you are trying to remake a REALLY old game.
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