Search found 2967 matches

by Stef
Fri Aug 23, 2019 2:51 pm
Forum: SGDK
Topic: I Need tips with animations
Replies: 6
Views: 122

Re: I Need tips with animations

Then your solution is ok for that but i guess you can simply use a counter which start at defeat time then after some frames (when animation is done) you simply hide the sprite :)
by Stef
Fri Aug 23, 2019 8:04 am
Forum: SGDK
Topic: I Need tips with animations
Replies: 6
Views: 122

Re: I Need tips with animations

Looks like a bit complicated but so you want to hide it after animation or just stay on last frame ?
by Stef
Thu Aug 22, 2019 8:18 pm
Forum: SGDK
Topic: I Need tips with animations
Replies: 6
Views: 122

Re: Need tips with animations

You need to pass the timer to 0 after the SPR_update() call : SPR_setAnimAndFrame(arrEnemies[enemyIndex], ENEMY_DIE, 0); ... // actually update the anim / frame SPR_update(); // disable auto animation for further SPR_update() call arrEnemies[enemyIndex]->timer = 0; And there is no way to disable loo...
by Stef
Mon Aug 05, 2019 7:57 am
Forum: SGDK
Topic: About sinFix16()
Replies: 5
Views: 404

Re: About sinFix16()

Chilly Willy perfectly explained the reason of the value you obtained and sin table size :) If you want faster sin wav depending x position, try something as : enemyPosy = contsY + sinFix16(enemyPosx * sinSpeed); If you also want larger sin amplitude then multiply that way : enemyPosy = contsY + sin...
by Stef
Tue Jul 30, 2019 12:34 pm
Forum: Demos
Topic: Sid Meier’s Civilization for Sega Genesis
Replies: 3
Views: 616

Re: Sid Meier’s Civilization for Sega Genesis

One of my preferred game ! It looks really nice :)
Too bad it was never released on Megadrive (while a SNES version does exist). It would be awesome to have mouse support :D
by Stef
Thu Jul 25, 2019 12:29 pm
Forum: SGDK
Topic: SGDK1.4 crashes at compilation
Replies: 4
Views: 236

Re: SGDK1.4 crashes at compilation

Good test :P
Seriously you may have a hardware issue on your laptop, you shoul try some burning tests on it to check that everything is ok.
by Stef
Wed Jul 24, 2019 7:53 am
Forum: SGDK
Topic: SGDK1.4 crashes at compilation
Replies: 4
Views: 236

Re: SGDK1.4 crashes at compilation

Same.. what you have to know is that the new rescomp can heavily use your CPU for the sprite optimization process. I'm almost certain that is overheat problem which cause the hardware failure, you may try to force your computer to run in eco mode (for a laptop), reducing the CPU performance but so a...
by Stef
Mon Jul 22, 2019 9:43 pm
Forum: SGDK
Topic: SGDK1.4 : Typo in sample/xgmplayer
Replies: 1
Views: 175

Re: SGDK1.4 : Typo in sample/xgmplayer

fixed :p

I didn't updated it since a while (so the problem with the SPR_initEx(..) method)
by Stef
Thu Jul 18, 2019 12:21 pm
Forum: SGDK
Topic: 4 PCM example
Replies: 3
Views: 362

Re: 4 PCM example

At least that proves that it's possible ;)
by Stef
Thu Jul 18, 2019 12:17 pm
Forum: Controls
Topic: Mega Mouse unused nibbles research
Replies: 30
Views: 1392

Re: Mega Mouse unused nibbles research

joytest.zipI couldn't tell you why it was hanging, but it was. And the new code fixes the issue. The new functions for checking and setting latched counters is a good idea in any case. Here's the joytest main.c file - I changed it a bit to make it clear that you can compile with it set to auto dete...
by Stef
Wed Jul 17, 2019 11:08 am
Forum: Controls
Topic: Mega Mouse unused nibbles research
Replies: 30
Views: 1392

Re: Mega Mouse unused nibbles research

After having checked my code, the HV counter latching shouldn't have been a problem as i didn't used the HV Counter for passive wait in usual code, i'm using it mainly for CPU usage statistics.. Anyway i modified the getSubTick() method to take care of that, hoping it will be enough to resolve these...
by Stef
Wed Jul 17, 2019 10:13 am
Forum: Controls
Topic: Mega Mouse unused nibbles research
Replies: 30
Views: 1392

Re: Mega Mouse unused nibbles research

@Chilly Willy> Thanks for having investigated the issue. I will change the timer code to take care of that :) I have to admit i don't know too much about that HV latching, i though it was "temporary", just the time you read out the HV value from the Int2 callback then the latch was released (probabl...
by Stef
Wed Jul 17, 2019 9:47 am
Forum: SGDK
Topic: 4 PCM example
Replies: 3
Views: 362

Re: 4 PCM example

Unfortunately DefleMask do not allow to use the 4 PCM channels from the XGM driver. I only know one japanese guy using several PCM channels in Megadrive music (and this is quite recent). For that he uses a custom made tool based on MML that it convert to XGM : https://www.youtube.com/watch?v=CFaXGos...
by Stef
Tue Jul 16, 2019 8:42 am
Forum: Controls
Topic: Mega Mouse unused nibbles research
Replies: 30
Views: 1392

Re: Mega Mouse unused nibbles research

Oh i meant the 23 dec 2014 commit : https://github.com/Stephane-D/SGDK/commit/037f7a192f908b42c844e79b418aa63b709117c4#diff-9448328387d39802f36cc14809afa177 From the changelog: * added Sega Phaser support (Chilly Willy). * updated Joy sample to add Phaser test (Chilly Willy). And you can see that ma...
by Stef
Mon Jul 15, 2019 7:46 am
Forum: Controls
Topic: Mega Mouse unused nibbles research
Replies: 30
Views: 1392

Re: Mega Mouse unused nibbles research

I just pushed changes so it now ignores the FF part of the header :-) Still someone reported (in SGDK Discord server) that menacer support (and probably justifier as well) is broken is last SGDK. It looks like that joytest binary from December 13th 2014 is ok, but I saw you pushed important changes ...