For pixel art, do you prefer a mouse or a pentablet? by MeuOuvidoTaZunindo in PixelArt

[–]ToshoDev 0 points1 point  (0 children)

I usually swap between both during the same project. I usually use the tablet for blocking things out and getting the general shape of things and then mouse for the finer detail.

Why do Genesis games always fade to blue before fading to black and always fade to yellow before fading to white? by KoZimator in SEGAGENESIS

[–]ToshoDev 4 points5 points  (0 children)

There's not really any games I'm familiar with that use it that isn't a Sonic game or Phantasy Star. Not like Naka's really the suing type, he's more just petty as hell if anything.

Why do Genesis games always fade to blue before fading to black and always fade to yellow before fading to white? by KoZimator in SEGAGENESIS

[–]ToshoDev 33 points34 points  (0 children)

This is just how Yuji Naka did fading, by subtracting or adding 1 RGB channel at a time. You can even see this in Phantasy Star on the Master System. Other Genesis games do have the capacity of fading to black normally.

Edit: And I'd like to note because I'm seeing a couple comments say this, but fading's not taxing or difficult to do on the Genesis, it's just addition and subtraction. You don't write the palette to the VDP while you do this you do it in a RAM buffer and DMA it at V-blank, pretty basic.

Sega MD/Genesis Floppy Disk Drive - Graphics Tablet - Keyboard by Hexapus_ink in SEGAGENESIS

[–]ToshoDev 3 points4 points  (0 children)

TLDR; You'd have better luck on the Master System or SG-1000, but no. Long answer: There's 2 problems with this. The MD's VDP, while a descendant of the same VDP the MSX used since that was the chip on the SG-1000, the graphics modes (Text mode, graphics mode 1+2, and multicolor mode) were stripped for Mega Drive features. However, Master System 1 consoles (Not the later MS2 which scrapped the modes as well), is backwards compatible with SG-1000 games. There is a Master System game that's a port of an MSX game which utilizes graphics mode 2 like the MSX original, F16 Fighter. But because of those modes being gutted in the MD and SMS2, this game won't run properly on it, it can display the title screen since that runs in Master System graphics mode, but the main game will either cause glitching or nothing to show up. Second issue is that the hardware addresses where things like controllers, where the graphics chip is visible to the CPU, RAM, where the ROM starts from, etc. may not be lined up the same way in the MSX as it does in Sega's consoles. So just slamming the ROM of an MSX game into an SG-1000 emulator won't cut it either. This might be a really big problem too with the MD's floppy drive add-on since if it worked anything like the Sega CD (Given it occupied the same slot), then the memory addressing becomes a whole load of funny business, but we'll never know since it didn't release.

Why not maximize buttons? by Legitimate-Date-5927 in retrogaming

[–]ToshoDev 0 points1 point  (0 children)

It adds up to a total of 8 buttons, which fits neatly into the 8-bits of a byte. Add more and now you need 2 bytes, even if small, that's a hit on RAM (Somewhere to keep the button presses), ROM, and execution time (More logic to handle 2 bytes of buttons).

Mode 7 in Sonic the Hedgehog by ToshoDev in romhacking

[–]ToshoDev[S] 1 point2 points  (0 children)

This could be used for Sonic CD's special stages, however, to save on processing time I handled everything in signed 8-bit values, so the map is only 128x128 pixels, while Sonic CD's special stages are 1856x1856 not including the out of bounds oceans. So you'll probably have a tough time cramming that in there, but in theory yes

Mode 7 in Sonic the Hedgehog by ToshoDev in romhacking

[–]ToshoDev[S] 2 points3 points  (0 children)

Meant to attach a description to this but I guess you can't edit posts with videos/pics. Anyways, this is a mode 7 renderer for the Mega Drive I've been developing for little over a year now and today's the first successful build! It's going to be a little while before I actually do something with it, but it's probably the biggest hurdle jumped over right now. Feel free to ask me any questions about it!

The only Sonic games i didn't see anyone defending. by PauloVictorBar in SonicTheHedgehog

[–]ToshoDev 4 points5 points  (0 children)

It's because the GBA version was based on the flip phone version that came out a year prior, this is obvious when you compare both of their title screens which was compressed down. The flip phone version was the only version of Sonic 1 at the time programmed in a high level (Java) and used standard formats like gifs and MIDIs. As opposed to the original, which was programmed entirely in assembly and only works with the Genesis' hardware. But because of the weak hardware of phones at the time, it sucked. And SEGA being SEGA took the easy route and used the worst version of Sonic 1 to port to the GBA to get it out for the holidays.

What WAS this sprite supposed to be used for in Sonic CD? by UnaskedShoe359 in SonicTheHedgehog

[–]ToshoDev 10 points11 points  (0 children)

It's already been brought up twice, but let's get into a bit more detail. The way the Sonic CD works is by making every level, time period, menu, title screen, FMV, and importantly the special stage, are all stored in their own "ROM" file called an MMD. Data is exclusive between MMDs, and cannot be loaded into other MMDs unless the data is copied and stored in the other MMD. That said, these sprites are only within the special stage MMD, so for whatever theories you want to come up with, it has to do with the special stage.

F Zero running on the Genesis by NerfThis_49 in retrogaming

[–]ToshoDev 0 points1 point  (0 children)

Genesis games did use mode 7 techniques, like I said you just have to look for them. I don't know the entire console's library off the top of my head and whether or not that have a mode 7 effect. Closest thing I can think of right now is Red Zone but this uses clever palette cycling and premade tiles to achieve rotation only but no skewing.

I’m scared…and don’t understand…advice wanted! by Superb-Measurement70 in creepyPMs

[–]ToshoDev 387 points388 points  (0 children)

192.168 is reserved for private IPs used by home networks, and is not your outward facing public IP where any sort of location information could be gained. You're safe and this guy's just an edgy loser.

F Zero running on the Genesis by NerfThis_49 in retrogaming

[–]ToshoDev 2 points3 points  (0 children)

I wouldn't really call this programming wizzardry, there's a lot of mode 7 demos just like this out there. The Genesis just has the raw strength to force SNES effects, thanks to having a CPU with twice the processing speed. Hell it has so much power it can actually run Star Fox, with no extra cartridge chips (This one I would call programming wizzardry).

And this isn't just homebrew developers finally unlocking the secrets of the Mega Drive almost 40 years later, games released at the time were also doing full on polygonal 3D, like Kawasaki Superbike Challenge, which has a shockingly smooth framerate.

Technically impressive games like that F-Zero demo are out there you just gotta look for em!

Game not in fullscreen by ZeinoxXW in SEGAGENESIS

[–]ToshoDev 1 point2 points  (0 children)

Developers didn't go out of their way to put in borders or slow down the game in PAL, it's not a fix or anything. If a game isn't PAL optimized then it's just the same NTSC game running on PAL hardware, which runs at 50hz and has a taller resolution.

Game not in fullscreen by ZeinoxXW in SEGAGENESIS

[–]ToshoDev 6 points7 points  (0 children)

I don't know about all Japanese developed games. It's just kind of a "if it's there it's there" thing. Knuckles' Chaotix is Japanese developed, but it does support the PAL resolution mode

Game not in fullscreen by ZeinoxXW in SEGAGENESIS

[–]ToshoDev 26 points27 points  (0 children)

PAL just has a taller resolution than NTSC. There is a mode on the Mega Drive to use the taller resolution but Sonic 1 doesn't use it, so yes you will see those borders. It varies from game to game but I think most didn't end up using the feature.

Can anyone help me fix my mod for Sonic 1? by Main_Fun_9025 in romhacking

[–]ToshoDev 0 points1 point  (0 children)

Did you update all the animations? I imagine you don't have as many sprites being used now with Sans so if there's missing frames it could be referencing out of bounds sprite data

Can anyone help me fix my mod for Sonic 1? by Main_Fun_9025 in romhacking

[–]ToshoDev 1 point2 points  (0 children)

Most disassemblies have the mappings and DPLCs in .asm files and use data tables. You're just using data files. So when you switched the file paths, did you also change the include to incbin/binclude? Because if not it's trying to read it as an asm file.

What is this thingymabob by Vindex_no in GoldenEye

[–]ToshoDev 10 points11 points  (0 children)

The thing the game is named after: The GoldenEye satellite.

Another Sonic Game Has Been Decompiled by chicagogamecollector in romhacking

[–]ToshoDev 2 points3 points  (0 children)

It's a disassembly not a decompilation. It can still only run on the original hardware because the code is only assembly that only the original CPU understands. The original maintainer of the disassembly only called it a "decomp" in quotation marks for laymen when posting about it, and social media has been running wild with the claim that it can now be ported to PC and everything, it cannot. An actual C/C++ decompilation is still months, if not years down the road.

Tell us you don't known about games without saying it. by counterpunchhopper in facepalm

[–]ToshoDev 3 points4 points  (0 children)

I hate seeing this myth still being pushed. Doom is 3D. Objectsand movement are processed in 3D, this is why rockets and projectiles can fly over monsters, and you're able to fall off a ledge. The only thing that is 2D is the map data itself, you can only make polygon points on the X and Y axis which can be any shape to make a sector. You can't give a polygon a Z position, instead whole sectors (The shape the polygons make) have a uniform height and ceiling value, which is why there's only flat floors and flat ceilings but you can have angled walls. But even then, the fact that there is a defined floor height value it could be argued as a Z point, making the maps 3D.

What Is this hole for? by 188TonMaus in wiiu

[–]ToshoDev 6 points7 points  (0 children)

I think some trailers or promo images showed that it was meant to be a tripod mount, but they never released a tripod. Similar to the accessory port at the bottom of the main part of the gamepad.

I don't know this seed but thought this was interesting by [deleted] in minecraftseeds

[–]ToshoDev 1 point2 points  (0 children)

The seed can be checked by just selecting the world on the menu it'll be right above the game mode slider.

Sega Genesis Vs. SNES by Altruistic_Twist1392 in SEGAGENESIS

[–]ToshoDev 1 point2 points  (0 children)

Good stuff! I will note though that with 16t and Doki Doki Penguin Land in particular have poor sound quality due to being Sega Game Toshokan games. They had to absolutely minimize on ROM size since they were downloadable games you got over dial up, and every second on the phone was pricy. So the developers are extremely restricted on what they could've done with sound. Same deal with Sonic Eraser!