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swapd0

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Everything posted by swapd0

  1. What video codec and compression tools are you using?
  2. I've done the dirty hack and it works!!!1! Thanks!
  3. _init_module:: moveq #0,d0 lea U235SE_modregdump,a0 move.l d0,(a0)+ move.l d0,(a0)+ move.l d0,(a0)+ move.l d0,(a0)+ move.l 4(sp),a0 move.w 4+4+2(sp),d0 jsr u235se rts This is my init_module(void *module, int16_t position) routine, it always plays the module from the first position, if I call u235se+6 I've no sound and no fx.
  4. No music and no fx. It looks that I hang the sound engine, but the game runs. If I call to u235se I got the music, but I can't play the others musics. Maybe I can try to use the U235SE_modregdump values.
  5. Sorry I forgot to say that I'm using 0.24 version with u235se-rel.bin file, not the elf version. I've a label called u235se, and the binary file there. I call u235se to init the mod, to init the sound engine I call u235se+2 for NTSC and u235se+4 for PAL systems but I've tried to call u235se+6 to init a mod file with a starting position(in d0 register) but it doesn't work.
  6. A couple of questions: 1- It's safe to call several times to stop module or call it without a module playing? 2- After a stop module call, do I have to wait something before a module init call?
  7. Where's the address of U235SE_modinitpos? I'm using the u235se-rel.inc file and it's not defined there, I'm trying to play a single mod file with different musics in it with no luck.
  8. No USB port to upload code?
  9. IMO Tennis cup was better, never played the second part.
  10. IMO, with the limited bandwidth of the Jaguar it's a waste of time coding a game at 640x240x16bits resolution.
  11. look awesome, are you going to code Arkanoid II after finishing this game?
  12. mmm, all floor tiles can be 16x16, walls/boxes tiles 16x24. Each level has a layer for the floor and another one for walls/boxes. It will take a bit more memory but it'll look better. You don't need to create different tiles for each wall/floor combination. Just my opinion.
  13. Something like this but a bit more polished? I like the graphics like in this version, they are a bit bigger than 16x16 (16x24?) and have a bit of overlapping. bomberman.zip
  14. Put a cache for the list so you don't need to read it on each scan line and you'll get a big boost. The OP it's fast but it could be a lot faster with some simple changes.
  15. The Neo Geo doesn't need a lot of RAM because it reads the graphics and sound data from the cartridge, and they can be huge, also all sprites are in 4bits, so they don't take too much memory. It's just an optimisation of the current machine, I don't understand why Atari released the console so fast when as soon as you code something you find a lot of bottlenecks and some missing features.
  16. And a bigger CLUT, more Objects in the OP, a cache into OP, DSP, GPU & Blitter, more transparency modes, a command queue for the blitter...
  17. Remember that the Jaguar only has 2MB, and for a Metal Slug you need a lot more memory...
  18. Looks like nobody has a smart phone to do a capture XD
  19. Most homebrew games use u235se that support Amiga mod archives, so that's the way to go.
  20. SuperCross 68000 code it's very inefficient. I haven't look at the GPU part.
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