X : https://x.com/birt_shannon
Youtube : https://youtube.com/@shannonbirt9267
Discord Shazza#4474
More colors ! Pyron reworked the background to 19 colors from 16 colors in the background, 3 more shades for a better gradient by using raster h/int effects.
Music reworked by Vector, smaller size with more detail, includes the choirs created in FM and PSG sound.
1/2 ...
More colors ! Pyron reworked the background to 19 colors from 16 colors in the background, 3 more shades for a better gradient by using raster h/int effects.
Music reworked by Vector, smaller size with more detail, includes the choirs created in FM and PSG sound.
1/2 ...
Using a rather exotic effect here to draw the lazers using raster trickery . Otherwise 4x options and Lazers would lead to a load of sprite overload/dropout.
Needs work yet to get it accurate to Arcade Lazers but I was glad to see if finally work !!
Using a rather exotic effect here to draw the lazers using raster trickery . Otherwise 4x options and Lazers would lead to a load of sprite overload/dropout.
Needs work yet to get it accurate to Arcade Lazers but I was glad to see if finally work !!
This is the service/menu screen for my game Lufthoheit.
The 68k processor is software scaling the image in the X direction and the VDP helps to stretch the image vertically. The 68k processor is doing the rotation on the asteroids also .
This is the service/menu screen for my game Lufthoheit.
The 68k processor is software scaling the image in the X direction and the VDP helps to stretch the image vertically. The 68k processor is doing the rotation on the asteroids also .
30 FPS video kills a few things I'd like to show here , oh well I can show this one at least .
The vid shows some secret room dissolving into view and uses Shadow mode for a mid transition transparency effect.
Some other bits in notes below ..
30 FPS video kills a few things I'd like to show here , oh well I can show this one at least .
The vid shows some secret room dissolving into view and uses Shadow mode for a mid transition transparency effect.
Some other bits in notes below ..
I've been working on new Sprite cutting tools / middleware for Large Sprite based Objects that can be used for extra backround objects in the game.
Video Below of the progress - goals and notes below 1/...
I've been working on new Sprite cutting tools / middleware for Large Sprite based Objects that can be used for extra backround objects in the game.
Video Below of the progress - goals and notes below 1/...
15 colors slots used in palette 4 to get 26 colors from onscreen - see Purple and Blue Ninjas.
This is a bit tricky on the MD, especially combined with 8 way scrolling and multiple splits.
#SegaGenesis #SGDK
15 colors slots used in palette 4 to get 26 colors from onscreen - see Purple and Blue Ninjas.
This is a bit tricky on the MD, especially combined with 8 way scrolling and multiple splits.
#SegaGenesis #SGDK
I've been tinkering with Rotating sprites in software aswell as scaling, I think it looks pretty sweet !
In the vid 4 * 32x32 sprites are rotated through 64 steps at 30 FPS on CPU. 1/..
I've been tinkering with Rotating sprites in software aswell as scaling, I think it looks pretty sweet !
In the vid 4 * 32x32 sprites are rotated through 64 steps at 30 FPS on CPU. 1/..
Convert scaler to a line scaler rather than column, allows for per line expansion / contraction eg more like mode 7.
Speed up the code & have about 50% cpu free running the scaling (cpu calculated) + sprites + audio etc.
The target for this is ingame effects !!
Convert scaler to a line scaler rather than column, allows for per line expansion / contraction eg more like mode 7.
Speed up the code & have about 50% cpu free running the scaling (cpu calculated) + sprites + audio etc.
The target for this is ingame effects !!
End goal is to use this in game - right now testing on our Game logo.
Written in 68k assembly for speed.
Software scaling horizontally with the VDP helping out on the vertical scaling (still takes some cpu).
Now for some more optimisation !!
End goal is to use this in game - right now testing on our Game logo.
Written in 68k assembly for speed.
Software scaling horizontally with the VDP helping out on the vertical scaling (still takes some cpu).
Now for some more optimisation !!
Been playing Lufthoheit in minecraft mode eg boxed sprite analysis time - Exodus supports this and its great !!
Trying to reduce sprite dropout in heavy scenes ( > 20 sprites or > 320 pixels per scanline - will cause sprite dropout on MD ) ..
Been playing Lufthoheit in minecraft mode eg boxed sprite analysis time - Exodus supports this and its great !!
Trying to reduce sprite dropout in heavy scenes ( > 20 sprites or > 320 pixels per scanline - will cause sprite dropout on MD ) ..
Who said 61 is the limit ?
Modified tools to allow two palettes in the foreground so colors are boosted to ~ 90 colors from 30 colors (2 base palettes). Using S&H sprites acting as pixel darkeners/brighteners overlaying the forground.
Who said 61 is the limit ?
Modified tools to allow two palettes in the foreground so colors are boosted to ~ 90 colors from 30 colors (2 base palettes). Using S&H sprites acting as pixel darkeners/brighteners overlaying the forground.
Busting color limits on Sega Genesis using Shadow and Highlight mode to get 45 colors out of a 15 color palette.
The tooling is actually the worst issue with this technique.
Always on the hunt to push things on segas finest !!
Busting color limits on Sega Genesis using Shadow and Highlight mode to get 45 colors out of a 15 color palette.
The tooling is actually the worst issue with this technique.
Always on the hunt to push things on segas finest !!