Search found 321 matches

by Shonumi
Thu Jan 18, 2018 11:45 am
Forum: GBDev
Topic: Blank main menu in Spot (that 7up game) [Solved]
Replies: 6
Views: 5038

Re: Blank main menu in Spot (that 7up game)

How many freaking "Spot" games did they think we needed in the 90s? I've never seen a carbonated beverage with that many games :P

Anyway, the 3rd "Spot" game is in fact still broken in GBE+. I'll investigate what's going on.
by Shonumi
Thu Jan 18, 2018 10:25 am
Forum: GBDev
Topic: Blank main menu in Spot (that 7up game) [Solved]
Replies: 6
Views: 5038

Re: Blank main menu in Spot (that 7up game)

Most emulators I tested does not have any issues. The only one that had the same behaviour was a very old version from GBE+ (the 1.0 available on shonumi's github). It works in the latest code in GBE+. I haven't released a Windows version since 1.0 (1.2 is coming in April though), but I have defini...
by Shonumi
Tue Jan 02, 2018 10:39 pm
Forum: General Stuff
Topic: Least favorite game genre?
Replies: 65
Views: 12265

Re: Least favorite game genre?

Just don't see the point in realistic sports games. I grew up with Double Dribble and Tecmo Bowl, but I mostly liked those because it was how me and my dad bonded over games. Anything else that's not arcade-like or cartoonish really doesn't seem like fun. People get super-competitive over NBA and NF...
by Shonumi
Mon Dec 18, 2017 7:53 am
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16911

Re: Mockup Genesis ports

Then I'd prefer it to go closer to the 16-bit style. The proportions on this one definitely looks worse than both originals IMHO. Still not sure how the proportions look worse in the mock-up compared to the 32-bit style when they're pretty much the same though. Height-wise, the head to overall body...
by Shonumi
Sun Dec 17, 2017 2:33 pm
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16911

Re: Mockup Genesis ports

Well, when people state something, it is by default their own opinion, unless explicitly mentioned otherwise. I just brought it up to remind everyone. Using qualifiers such as "definitely" or "obviously" makes it seem like one view is inherently more valid than others when we're talking about subje...
by Shonumi
Sun Dec 17, 2017 8:14 am
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16911

Re: Mockup Genesis ports

Anyway revealing your source material doesn't change much, the head is a bit smaller in the 32-bit art but it's even smaller in your own version. I'd prefer it to be a bit more proportional to the body. The version lazygecko made has the same proportions (1:3) as the MMX4-6 32-bit ones, judging fro...
by Shonumi
Sat Dec 16, 2017 11:31 pm
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16911

Re: Mockup Genesis ports

Out or curiosity, for those that don't like the X sprite, how familiar are you all with the source material used as a guide? Do you have the same complaints about the art style Capcom chose when jumping to 32-bit systems? It's kinda puzzling to me, since I know a lot of other MM fans that would like...
by Shonumi
Sat Dec 16, 2017 7:10 pm
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16911

Re: Mockup Genesis ports

It's decent but definitely worse than the original. Definitely worse in your opinion . To me it looks fine as a replacement, again especially when compared to the PSX/Saturn sprites for the later MMX games. IMO, the head for the original X is actually a bit too large with respect to the lower body....
by Shonumi
Sat Dec 16, 2017 3:22 pm
Forum: Other Retro Dev
Topic: Mockup Genesis ports
Replies: 29
Views: 16911

Re: Mockup Genesis ports

Eh, I don't get the hate for the X sprite. Looks fine to me for the most part. The hand closest to the body needs more work, but that's about my only critique. Seems like a decent attempt at making the later X sprites (MMX4-6) into a 16-bit Genesis/MD version. Everything else looks very interesting....
by Shonumi
Wed Dec 13, 2017 5:58 pm
Forum: GBDev
Topic: Gameboy DMG-01 Hardware Issue
Replies: 7
Views: 4016

Re: Gameboy DMG-01 Hardware Issue

Not really trying to promote them or anything, but definitely try asking this question on the Game Boy subreddit. You probably won't find a larger collection of hardware modders, and some of the people there are wizards.
by Shonumi
Thu Dec 07, 2017 3:44 pm
Forum: GBDev
Topic: Serial Data Transfer clock internal vs. external
Replies: 1
Views: 2224

Re: Serial Data Transfer clock internal vs. external

Typically, both Game Boys will set themselves up to receive data on an external clock, meaning they can't initiate a transfer. One Game Boy will switch to an internal clock when prompted by user input (pressing A or START on a given menu), then it will send a byte and wait for a response from the ot...
by Shonumi
Sun Dec 03, 2017 4:47 pm
Forum: GBDev
Topic: Kirby's Dreamland, broken Startup Screen [solved]
Replies: 3
Views: 2518

Re: Kirby's Dreamland, broken Startup Screen

Oops, my bad, didn't read your post thoroughly enough. I thought the screen was permanently stuck like that, not just 1 single frame. I believe if that's the case, you're not implementing the behavior discussed here -> https://forums.nesdev.com/viewtopic.php?f=20&t=16284 Basically, when you turn on ...
by Shonumi
Sun Dec 03, 2017 4:15 pm
Forum: GBDev
Topic: Kirby's Dreamland, broken Startup Screen [solved]
Replies: 3
Views: 2518

Re: Kirby's Dreamland, broken Startup Screen

SY shouldn't be 8 for the intro screen. That seems to be the crux of your problem there. It's never set to 8 on my end, at least not when rendering the screen matters. It looks like a bug somewhere outside of your emulated LCD. It could be a CPU bug or a memory bug. I'd suggest finding out where exa...
by Shonumi
Sat Dec 02, 2017 11:54 pm
Forum: GBDev
Topic: GBC Marble Madness window position [solved]
Replies: 9
Views: 3686

Re: GBC Marble Madness window position

No, I don't believe the BG has similar behavior. For example, imagine you have SX and SY set to 0, and the BG is enabled before rendering Line 0. Now let's say at some point, you disable the BG via LCDC at Line 20, then at Line 24 you re-enable the BG. You don't get the same "split" rendering as the...
by Shonumi
Sat Dec 02, 2017 9:41 pm
Forum: GBDev
Topic: Wacky Races [C] road sprites [solved]
Replies: 4
Views: 2550

Re: Wacky Races [C] road sprites

I think the OAM DMA isn't the DMA you should be looking at. Try looking at HDMA. I just fixed this game in my emulator, and here's what I noticed. The game transfers data to VRAM from line 74 to 144 via HDMA. Normally, the usual method of transferring large amounts of data for multiple scanlines is ...