Indeed its very visible in my starfox demo, i can use sprite to hide the column but that is not my first preoccupation :D
Type: Posts; User: Stef
Indeed its very visible in my starfox demo, i can use sprite to hide the column but that is not my first preoccupation :D
Gynoug does display garbage on first row in first level during earthquake... I observed that later model 2 hardware fixed the problem where it was present on jap MD1.
You can see the bug in this...
Nope, the problem also exists in H40 mode but then i can easily hide it as i would keep the 256x160 rendering resolution.
In H32 mode i have to reduce the horizontal resolution to hide it.
SGDK is a development tool for sega genesis : http://code.google.com/p/sgdk/
I converted it to 4 bit so the whole demo can fit in 8MB. The video was already eating about 6.6 MB leaving only 1.3 MB...
Actually for the sound, i used a mp3 file, converted to wav then to 4 bits adpcm data (using a specific tool you can find in SGDK).
GYM, VGM are just file format to store sega genesis sound data,...
Thanks :)
Well i wrote a specific codec tool (in java) for the sega genesis so it takes a video as input and compress it as 2bpp video so it could be played on sega genesis at high frame rate (30...
Unfortunately i never did any "unsegmented" rom of the 9MB version (only in 3x3 MB part).
The sound is not as good as the 8 MB version as it is using even lower rate (12 Khz if i remember correctly)...
I missed this one...
I have to use 64x64 for the background and unfortunately you cannot set different plan size for A & B.
But even without the background, if i use VRAM double buffering I will...
I never had any project about doing a commercial game from that, it's just a demo in rom form and it will probably stay that way.
I have no plan about designing cart with extra chip or whatever ;)...
We could probably simplify models and adapt game to make it more playable but again i do not see the point of using a chip helper to boost genesis capabilities.
Nobody will be able to actually play...
Drawing in cell form cost a lot in the renderer code, honestly i'm not sure you are faster at end.
I had a special bitmap engine called FF Bitmap in SGDK (removed in last version) which was using...
Thanks for your generous offer but i don't want any donation for that :p I do it for my pleasure too and i prefer to avoid any sort of constraint :)
Honestly i can't give any date or whatever, i...
Well, i don't think there will be a full version at any time... it's really too much work and can lead to some legals issues.
I will continue to work on it but i think that having a complete level...
What i can say is that asteroid object as represented as single face 3D object with a color value pointing to a texture. I don't have yet figured all object model encoding scheme so maybe some...
Nope of course polygons are not all treated as textured :) I meant that textures in game were not simple scaled/rotated sprites (and so no possible perspective) but real quad textured polygon so...
Resolution is 256x160 (40960 pixels), of course reducing resolution can help but honestly i think that is already a quite low resolution, original game is 224x190 (42560 pixels). I'm almost on par...
using direct color DMA would eat precious 68000 cycles, and as you said, Starfox only use 16 colors for the 3D rendering so that is not really useful here :-/
From what i can say, all is rendered in realtime. All objects you can see in cutscene are present in the rom.
What part of game make you though about prerendered ? About texture, they are actually...
The point is that we actually... don't.
Did you saw something similar to SNES starfox game on a stock genesis before today ? well, we had ResQ bonus level but not exactly the same level...
Of...
Indeed it does run a bit slower than on real SNES but not that much.
Starfox on SNES runs at variable frame rate, oscillating between 7 FPS on heavy scene up to 14/15 FPS on empty ones.
I still...
It will probably help but the software bitmap engine will never go higher than 20 FPS (NTSC) or 25 FPS (PAL) so that is a strict high limit.
What is bad on real hardware is the infamous vertical...
Hehe the demo level i did roll over again and again, was just a quick test :)
Thanks for all kind comments :) I wanted to keep it private as it's still very preliminary, even for a simple demo... and I would have never imagine it could arrive here that quickly but anyway, here...
Ah yeah you speak about the case of Sega system, indeed they all come with true RGB scart but later Sony and Nintendo sold their system with composhit scart cable :-/
Scart contains composite,...
We actually can... but we don't :p