Plutiedev

@plutiedev.com

Plutiedev's official account! Tweets by iwis occasionally edited by Sik. 日本語がいい。 #MegaDrive #homebrew #メガドライブ puru puru pururun~♪

* MD 3D engine v8.5 * Added X scrolling of the sprite based background. Added X camera movement of the 3D plane ( broke stuff for a while due to wrapping and limited coordinate resolution ) . Video from Exodus with sprite boxing enabled to show how the sprite based BG is made up - Neo Geo style !!

Small update on the Megadrive *rally game* ? I added sprites and did some optimization so CPU is still at 70% usage with a stable 60 fps. I'm a bit disappointed by the sprite width limit per-line. I wanted a lot more dense vegetation but it's not possible with sprites. I'll try other methods.

* Sega Megadrive 3D V8 * Toni Galvez joined the project for GFX / models & level design 25% Larger Buffer 256x160. Music added - XGM1 works, XGM2 doesn't :-( Faster buffer swap, rewrote Quad Renderer. Added a 114 sprite multiplexor ( the background is all sprites ) Added Tilt effects :-)

Improved 32X timing accuracy in BlastEm a bit and that fixed NBA Jam Tournament Edition. I think at this point the only 32X games that aren't playable are CD-based ones that need disc swapping (e.g. Fahrenheit). There are a few more with some minor graphical issues though.

Fixed what is hopefully the last SH2 core bug (at least until I write a dynarec and make a bunch of new ones) last night and now Shadow Squadron works in BlastEm

Dumb idea: port 32X Doom to the Picture Magic. The Picture Magic has a whole 32X in it, but the Mega Drive side has been replaced with something more minimal. Doom runs nearly entirely on the 32X side however, so… (the biggest problem would be procuring a Picture Magic in the first place)

* Sega MD 3D engine update * Added partial/offscreen quad rendering - was painfull coding. Massively unrolled the line filling code for quads/triangles , 15-20% speedup. Implemented an algorithm to account for fluctuating framerate for Z forward movement - it partially works. Getting there !

It's sort of cheating, but I have first light for Sega 32X support in BlastEm. I say sort of cheating, because this demo does not use the SH-2s at all and instead just writes to the 32X VDP from the 68K. But hey, it's still progress. Should see some SH-2 code running soon

Stress test on real genesis 2 hardware + Amstrad CRT. The ship is not precomputed here (it will be but I wanted to test triangles). I optimised clipping a bit more and reduced the rom size. Synced at 30fps, fully stable (~160% cpu)

** Sega MD 3D engine update 5 ** Quads added , faster for 4 sided objects vs 2 triangles. Non-Linear Buffer + DMA reworked now faster than linear buffer + CPU blit . Its close still / interesting pros & cons. Assembly vertex calc + looping with qauds & triangle drawing in asm to save C calls.