Search found 2912 matches

by Stef
Thu Apr 18, 2019 12:09 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 48
Views: 4107

Re: dealing with matrices (arrays)

The new resource compiler might be even slower (due to the sprite cutting operation and the improved LZ4W compression) but i plan to improve that :)
by Stef
Thu Apr 18, 2019 8:04 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 48
Views: 4107

Re: dealing with matrices (arrays)

Having a newer java should not be a problem, at worst java is not found and so the resource is not compressed (same as NONE). What may have happened is that you're using an intermediate SGDK version (grabing changes from the github repository) and so having a broken resource compiler. Note that the ...
by Stef
Tue Apr 16, 2019 5:18 pm
Forum: Cartridge
Topic: Size limits
Replies: 22
Views: 4029

Re: Size limits

About Bank switch ? in fact i don't know any emulator which does really support generic bank switch (Gens limit to 8 MB for instance and i know some others just support SSF2 in a hacky way).
by Stef
Mon Apr 15, 2019 8:18 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 792

Re: Compiling an emulator for enhanced Megadrive

This is also why I had pushed for VDP decaps for years… I got tired of people saying "they should have removed <insert feature they don't like> so we could have more colors!" and wanted to show exactly how much would be gained from that. Spoiler: most of the die is taken up by the sprite renderer (...
by Stef
Tue Apr 09, 2019 7:39 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 792

Re: Compiling an emulator for enhanced Megadrive

We're speaking about that Megadrive+ since a long time now and yeah, the EMD project on Discord came up from that recurrent discussion. But today i think the EMD project goes far beyond from the specs we describe here (you are adding features to EMD every day :D) While i would rather choose to stay ...
by Stef
Mon Apr 08, 2019 8:41 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 30151

Re: Tänzer, a "ninja" game (Dev Diary thread)

Oh, that sounds quite interesting :D By the way, dd you were able to fix your issues with the WIP SGDK or you reverted to older 1.34 build ? The WIP SGDK (if it working for you) should provide better performance when dealing with sprites as better ROM usage (you won't see a big gain but still you sh...
by Stef
Mon Apr 08, 2019 8:38 am
Forum: SGDK
Topic: Dummy question on button handling
Replies: 9
Views: 196

Re: Dummy question on button handling

So it means a C compiler keep exactly track of which registers is used by a function ? Concerning the VDP_waitVSync() code : yes the control port adress is stored in a volatile, but I don't understand why here. There's no call to any function in the loop, so there's no risk for the register used to...
by Stef
Mon Apr 08, 2019 8:32 am
Forum: Megadrive/Genesis
Topic: Compiling an emulator for enhanced Megadrive
Replies: 42
Views: 792

Re: Compiling an emulator for enhanced Megadrive

Genesis Plus all the way ! Forget about DGen (too old and not accurate) and Gens (has assembly and not accurate enough too). Genesis Plus GX is even a better base, if you want i have a simplified / fixed SDL based sources base sitting somewhere on my hard drive but i guess you can use the plain Gene...
by Stef
Fri Apr 05, 2019 10:21 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 30151

Re: Tänzer, a "ninja" game (Dev Diary thread)

that's a bug :lol:
it's said it found 4 tiles here (4x1 sprite) and so the X coordinate look like it was -32 wrongly encoded.
I wonder how this happened (rescomp tool made a mistake here). Can i have your input SPRITE resource definition with the used source image to make some tests ?
by Stef
Fri Apr 05, 2019 8:46 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 30151

Re: Tänzer, a "ninja" game (Dev Diary thread)

So, do I understand this right that if I turn off "halt z80 on DMA" it will work on your MD? Because I think the bus req is coming from that flag, isn't is Stef? Yeah, from what i understand that should fix the issue, but normally we do the opposite :D It's the max width of the sprite image file as...
by Stef
Fri Apr 05, 2019 8:33 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 30151

Re: Tänzer, a "ninja" game (Dev Diary thread)

[*]Tried adding busreq wait loop before the DMA (right now it lacks one, just writes and forgets) - still broken, but slightly differently I think. What you mean by different ? It's true that i don't wait for BUS to be taken because normally the operation is fast (require 2 or 3 68000 at max) and t...
by Stef
Thu Apr 04, 2019 10:03 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 30151

Re: Tänzer, a "ninja" game (Dev Diary thread)

Ok, so I downloaded the latest SGDK and by god there was a lot of changes. :) And to top it off, everything has became a complete corrupt mess. Sprites don't seem to work as all, for instance. Going to be a long, long night. :) Oh you're using sources from repository ?!! You should be careful as re...
by Stef
Thu Apr 04, 2019 4:52 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 30151

Re: Tänzer, a "ninja" game (Dev Diary thread)

mix256 wrote:
Thu Apr 04, 2019 8:25 am
Thanks Stef!
HALT_Z80_ON_DMA is already in there, so could the halt on IO fix this? I will try that when I get home and send notaz a test-ROM.
Yeah the second can help too (but to be honest that is quite rare).
by Stef
Thu Apr 04, 2019 4:50 pm
Forum: SGDK
Topic: ROM Bugs after delete 1 line [SOLVED]
Replies: 9
Views: 232

Re: ROM Bugs after delete 1 line

I don't understand what you expect from us.. I tested both ROM, and both appears to work. You didn't tell us what is not working anymore in the new ROM. Also you only provide the ROM so we cannot do anything from just : Hi, please help me, my rom not works correctly after I remove or comment 1 line....
by Stef
Thu Apr 04, 2019 4:46 pm
Forum: SGDK
Topic: Timer interrupts
Replies: 10
Views: 267

Re: Timer interrupts

I was eventually thinking of adding "timer event" to SGDK but internally they would use the V-Int for that (and so could be inaccurate if some V-Int were missed or if they are disabled).