Author Topic: RT2A on SGX  (Read 1873 times)

touko

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Re: RT2A on SGX
« Reply #30 on: March 21, 2016, 04:49:42 AM »
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I see the flame animation and then my ship becomes the squares or square type objects before going to the End Of Game screen.
Ok I see, normally this bug is fixed(but seems not entirely) , i'll do more testing on my SGX to see how it happens.

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Sometimes when I kill the missile coming at me it becomes two black bars in the location that I killed it.
This one, i have not had yet .
« Last Edit: March 21, 2016, 04:51:59 AM by touko »

MNKyDeth

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Re: RT2A on SGX
« Reply #31 on: March 21, 2016, 05:09:51 AM »
I am heading to bed here shortly, but if I have time over the next couple of days I will try to get a video of the game play and show what I get for the missile one.

I do use a Super CD-Rom 2 attachment with a RGB mod in it if that matters at all. I have no idea if it does but figured I would mention it just in case.

touko

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Re: RT2A on SGX
« Reply #32 on: March 21, 2016, 06:40:33 AM »
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I am heading to bed here shortly, but if I have time over the next couple of days I will try to get a video of the game play and show what I get for the missile one.
Thanks, this help me a lot .  :wink:

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I do use a Super CD-Rom 2 attachment with a RGB mod in it if that matters at all. I have no idea if it does but figured I would mention it just in case.
hum, i know some problems can occur when you have the AC plugged,but nothing with your configuration .

EDIT: May be i have an idea what's going on, i'll post a new rom tomorrow,even with my tries, i am not be able to reproduce the glitches you have mentionned, but i 've had other in the same vain .
i think the problem come from my sprite routines to show/hide sprites .

« Last Edit: March 21, 2016, 08:23:50 AM by touko »

touko

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Re: RT2A on SGX
« Reply #33 on: March 21, 2016, 09:46:56 PM »
hi,new rom available .

EDIT:Another rom uploaded, some bugs corrected .
« Last Edit: March 24, 2016, 12:05:07 AM by touko »

elmer

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Re: RT2A on SGX
« Reply #34 on: March 24, 2016, 05:51:50 AM »
The VDC was quite malleable when changing resolutions mid-field.  There was a line of sprite glitching, but that might not be the case if you time your writes a bit better than I did.

Plus, there was no problem with my TV, but modern LCD TVs might be a different story...   :-k


Thanks Chris, I just saw your demo at http://www.chrismcovell.com/splitres.html

That's so darned cool!  :D

So the PCE can do it ... it's just a question of getting the timing right.  :-k

touko: Thanks for the suggestion of using this trick to transfer more data to VRAM during vblank ... I'm definitely going to have to play with that.  :wink:

MNKyDeth

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Re: RT2A on SGX
« Reply #35 on: March 24, 2016, 06:13:17 AM »
I grabbed the latest version. But will have to get to it tomorrow most likely.

touko

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Re: RT2A on SGX
« Reply #36 on: March 24, 2016, 06:21:29 AM »
I grabbed the latest version. But will have to get to it tomorrow most likely.
No problems, the feedbacks are always welcome.

@elmer: may be you will come to solve my resolution switch problem  :wink:
« Last Edit: March 24, 2016, 06:26:41 AM by touko »

SmokeMonster

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Re: RT2A on SGX
« Reply #37 on: May 20, 2017, 12:17:50 PM »
Incredible work, touko. Have you had a chance to make any more updates to this since your last post?

touko

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Re: RT2A on SGX
« Reply #38 on: May 22, 2017, 06:09:00 AM »
Incredible work, touko. Have you had a chance to make any more updates to this since your last post?
thanks for your interest  :wink:

Have you had a chance to make any more updates to this since your last post?
Unfortunately no,because it was designed to be a simple caravan shooter,and adding something would require too many work .
But i started a shmup :
« Last Edit: May 22, 2017, 06:19:14 AM by touko »

Galad

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Re: RT2A on SGX
« Reply #39 on: May 22, 2017, 06:40:36 AM »
That looks awesome  :clap:

touko

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Re: RT2A on SGX
« Reply #40 on: May 22, 2017, 11:07:19 PM »
Thanks, but it's fragmare's pixel arts that look great .

esteban

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Re: RT2A on SGX
« Reply #41 on: May 23, 2017, 09:24:35 AM »
Thanks, but it's fragmare's pixel arts that look great .

The setting is inspired by Aeroblasters/Air Buster.

:)
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touko

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Re: RT2A on SGX
« Reply #42 on: May 23, 2017, 08:24:12 PM »
Yes, and the X68000 too  :mrgreen:

ccovell

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Re: RT2A on SGX
« Reply #43 on: May 24, 2017, 01:27:25 PM »
I like your graphics and gameplay, and the music might be quite good too, except it is totally drowned out by the non-stop annoying laser shooting sounds that make my hair stand up on end.  Rayxanber II is not a good model to take sound effect cues from.  Could I perhaps suggest the satisfying "ploop ploop" shot sounds from Gate of Thunder?

touko

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Re: RT2A on SGX
« Reply #44 on: May 25, 2017, 10:34:22 PM »
Yes in this demo the sfx are a bit awfull,and volume level is too hight.
They are all redone , and the result is way better now,the problem is the volume difference between mednafen and the hardware and it's hard to find the good compromise.

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Could I perhaps suggest the satisfying "ploop ploop" shot sounds from Gate of Thunder?
i don't think that they are particularly good,except adpcm ones,in most cdrom titles the PSG sfx are often really poor and bad .
In GoT i can pick some ones,but they are better sfx to rip in hucard(sorry but i'm not good at making sfx from scratch) .
 
« Last Edit: May 25, 2017, 10:40:43 PM by touko »