Title: Re: SGX demo's
Post by: shubibiman on November 06, 2009, 07:55:22 PM
I already knew demo 3 but I didn't know the 2 others. Really nice!
Title: Re: SGX demo's
Post by: touko on November 06, 2009, 07:58:24 PM
wahou, awesome transparency effects :-s ..
Tom,my god make a game, A GAME .... =P~ The first demo is very impressive, a true transparency effect .. No sprites effects are used for .. :clap:
Title: Re: SGX demo's
Post by: shubibiman on November 07, 2009, 07:18:42 AM
By the way, aren't the ROMs available for download somewhere?
Title: Re: SGX demo's
Post by: ParanoiaDragon on November 07, 2009, 11:38:09 AM
They might be, or maybe I just got them from Tom directly, not sure. He's having trouble logging in, so he had me post these for anyone that hasn't seen them yet.
Title: Re: SGX demo's
Post by: nat on November 07, 2009, 12:16:18 PM
Yeah these have been available in ISO form for a while, I have a CD-ROM^2 I burned a number of years ago that has at least two of these on it.
Title: Re: SGX demo's
Post by: Necromancer on November 09, 2009, 03:00:26 AM
Neat stuff. When's the game coming out? :mrgreen:
Title: Re: SGX demo's
Post by: exodus on November 09, 2009, 05:58:40 AM
ParanoiaDragon - this is great stuff. Where do you plan on going from here?
Title: Re: SGX demo's
Post by: Tom on November 09, 2009, 09:15:45 AM
ParanoiaDragon - this is great stuff. Where do you plan on going from here?
Actually, they're my demos. I asked him to post them for me. I can't log into the site except for on my laptop (Damn Aaron! Check your PMs!). These demos are also really old. I think 2006.
Title: Re: SGX demo's
Post by: ceti alpha on November 09, 2009, 10:31:07 AM
ParanoiaDragon - this is great stuff. Where do you plan on going from here?
Actually, they're my demos. I asked him to post them for me. I can't log into the site except for on my laptop (Damn Aaron! Check your PMs!). These demos are also really old. I think 2006.
Very cool.
Title: Re: SGX demo's
Post by: Tatsujin on November 09, 2009, 11:37:50 AM
UBERCOOL!!!
Title: Re: SGX demo's
Post by: exodus on November 10, 2009, 05:22:47 AM
Actually, they're my demos. I asked him to post them for me. I can't log into the site except for on my laptop (Damn Aaron! Check your PMs!). These demos are also really old. I think 2006.
Ahhhh, I see. I was hoping this was gonna indicate some new development!
Title: Re: SGX demo's
Post by: esteban on November 10, 2009, 09:55:19 PM
Actually, they're my demos. I asked him to post them for me. I can't log into the site except for on my laptop (Damn Aaron! Check your PMs!). These demos are also really old. I think 2006.
Call me crazy, but whenever I see a demo, it screams MINI GAME (à la mode Wario Ware).
Seriously.
Surely I'm not the first person to suggest that demos can be recycled into a modern-day ULTRA BOX?
[/phantasy]
Title: Re: SGX demo's
Post by: nodtveidt on November 11, 2009, 11:05:10 AM
Ahhhh, I see. I was hoping this was gonna indicate some new development!
Tom and I have both messed with the SGX a bit, as well as the ACD, so making games for either isn't too far off. :)
Title: Re: SGX demo's
Post by: exodus on November 11, 2009, 01:51:28 PM
welllllll please do!?
Title: Re: SGX demo's
Post by: shubibiman on November 11, 2009, 06:38:08 PM
And how about an SGX/ACD game?
Title: Re: SGX demo's
Post by: nodtveidt on November 11, 2009, 10:19:28 PM
Naturally. :D Of course, so few people own Supergrafx units, and even fewer own RAU-30's (I own one though I don't have the SGX yet) so it'd be a big emulation thing mainly, and most everyone would have to learn to like Mednafen, lol. :D pceas needs some tweaks before proper SGX software can be written though, since it limits everything to 8k and the SGX has 32k to work with.
Title: Re: SGX demo's
Post by: shubibiman on November 12, 2009, 01:08:04 AM
pceas?
Title: Re: SGX demo's
Post by: peperocket on November 12, 2009, 01:14:08 AM
PCEAS is the pc engine assembler.
Title: Re: SGX demo's
Post by: Tom on November 12, 2009, 05:28:30 AM
pceas needs some tweaks before proper SGX software can be written though, since it limits everything to 8k and the SGX has 32k to work with.
Yeah, it limits which banks .BSS and .ZP define in. ZP get's this funky bank name of $F0 in the symbol file, but it's still $F8 like BSS. Even CD projects don't allow you to change .BSS or .ZP either. I'm not sure if BSS crosses an 8k page though, it might since it's just an address counter/incrementor. So if you wanted 16k of static mapped .BSS space, then not too big of a deal.
BSS allows you to modularize your code, so you can define ram/variables inside an external lib or function(s) without worrying about ram label address conflictions with main or other external/internal code ... and/or having to manually do it - keep track of it yourself (which I've seen other people do on other systems, what a pain in the ass and convoluted method).
With SGX and CD ram, you have to do just that. Manually keep track of variables addresses banks other than $F8. Though, I've heard the RS directive might be usable for that sort of thing (haven't used it).
Note: Mednafen now requires you to change SGX roms from .pce to .sgx extension to run them. Thought there is a way for force SGX mode on at all times in the config file (in case you come across some SGX CD demo). Magic Engine now allows enabling of SGX support for any rom, but it lacks hardware emulation modes of the SGX (AFAIK, it still has hacks for it's real SGX game emulation).