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Active Posts:
1196 (0.28 per day)
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General Sonic Discussion (477 posts)
Joined:
30-August 03
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User is offline Jul 25 2010 04:59 PM
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My Information

Age:
30 years old
Birthday:
March 28, 1985
Gender:
Not Telling Not Telling
Interests:
Tails Fandom and Megaman Password Hacking (ran out of challenges for those).

Previous Fields

Project:
x86 Assembly, Tails Search Assistant
National Flag:
None

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Topics I've Started

  1. Sprite Attribute Table?

    02 November 2004 - 12:31 AM

    I've been experimenting with ASM, attempting to making my own ROMs (no bandwagon of palette hacks and level edits for me :P). I know how to change the data port access modes to write CRAM and VRAM and a little about changing the VDP registers. So far I can create CRAM and tiles in VRAM. This much progress can only be seen by dumping the VRAM or viewing Gens' VDP Debugger. I want to display sprites on the screen. I'm pretty sure that's where the Sprite Attribute Table comes in (according to the vague info on it in sega2f.doc). Where do I go from here? Do I learn VSRAM to create a plane first (for positioning and priorities)? As for the Sprite Attribute Table, I'm not sure if there's one of them or several. My guess is that that each sprite is a "table" of tiles where the table controls the coordinates, length (in tiles) of the rows & columns, the VRAM indexes of the tiles inside it, and their flip flags. Does anyone have additional info on how to create the table? I'm just trying to create a simple ROM that will display a sprite on the screen when loaded.
  2. Color converter

    23 September 2004 - 11:41 PM

    I created a page to convert 24-bit RRGGBB to the MD's BGR format. It takes the most signifigant bits of each color and uses them in the BGR output. The less signifigant that can't be displayed by the MD are trunctuated (in the future, rounding may be an option). There may be some color loss due to the fact that the Mega Drive uses less bits per color. The inputted and outputted colors will both be displayed side by side for comparison along with a line of code you can copy and paste into your ASM source.

    http://xfox.digibase...tools/color.htm
  3. Sonic Advance 3 walkthrough

    29 March 2004 - 03:31 PM

    I wrote a walkthrough for Sonic Advance 3. It has all the chao locations and some boss strategies & screens. I got this far without hacking, but it won't be long until we have chao location hacks and new challenges.

    http://xfox.digibase...edata/walk/sva3.
  4. SADX:PC save file hacking guide

    27 February 2004 - 08:11 PM

    I've been working on hacking Save Files in SADX:PC. I don't think the US version will be any different from the full Jap game, but I'll be prepared either way. The guide is at http://www.techsonic...adx/sadxsav.htm. It's far from complete. There's just a few theories and notes I've taken. I'll post some example files later.
  5. Another 68k guide

    04 February 2004 - 01:49 AM

    The sticky was locked, so I'll post it here. All the references could be useful, but they don't mean a thing when someone doesn't know how the registers work. This guide goes into details and walks you through the basics (address and data registers, condition flags, important notes, etc)..

    http://palmdemon.sch...et/68kguide.txt

    I'm noticing a pattern with Swedish ASM programmers :P

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