Search found 3034 matches

by Stef
Mon May 11, 2020 12:03 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 808
Views: 423526

Re: Sega Genesis Dev Kit (SGDK)

Hi there! First cheers to Stef for new update. But my question is about old version :mrgreen: Not really about old version, as I think I'm doing somethig wrong but I don't know where. ... Edit: I think these "non-used" sprites are really being used, I saw when some sprites changed they are used, wh...
by Stef
Fri May 01, 2020 7:33 pm
Forum: Sound
Topic: SN76489 polarity
Replies: 4
Views: 742

Re: SN76489 polarity

Hey Michel :) Long time we didn't heard about you !
by Stef
Mon Apr 27, 2020 7:45 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 27
Views: 4767

Re: SRAM read / write

It's really simple, offset is just the address where you want to write in SRAM but the restriction is that you can read/write only 1 value at once.
Did you tested ? that should work :)
by Stef
Mon Apr 27, 2020 4:53 pm
Forum: SGDK
Topic: Workflow to import extra data into the project
Replies: 2
Views: 246

Re: Workflow to import extra data into the project

Using BIN resource will just make your binary data (whatever it is internally) accessible through an u8 array in SGDK. You can specify alignment, padding or stuff like that if you require and as you mentioned you can also pack it. You can then unpack it using methods from tools.h unit : u32 unpack(u...
by Stef
Mon Apr 27, 2020 3:02 pm
Forum: SGDK
Topic: Brainstorming a way to hscan colors in SGDK
Replies: 10
Views: 796

Re: Brainstorming a way to hscan colors in SGDK

The idea is to change only a few colors at once and do it in no active display, you can use the HCounter for that, loop waiting for a specific HCounter value then do your CRAM transfer as fast as possible. Repeat the operation on several scanline until you transferred the desired amount of color.
by Stef
Fri Apr 24, 2020 8:36 am
Forum: Megadrive/Genesis
Topic: Alternative to Vasm assembler?
Replies: 27
Views: 1629

Re: Alternative to Vasm assembler?

And to be honest GAS is probably the worst 68000 assembler :p Can you justify that? I mean, yeah sure you need to tweak it a bit to be human friendly, but is very useful once done. To be honest, that is the one i'm using :P But the default syntax is really terrible until you use the --register-pref...
by Stef
Thu Apr 23, 2020 7:25 am
Forum: SGDK
Topic: Palette change and SYS_setHIntCallback
Replies: 2
Views: 306

Re: Palette change and SYS_setHIntCallback

You can't expect updating a complete palette in a single scanline to work like that (afaik it's possible at the cost of half of the sprite but you have to really prepare and optimize it). Usually game tend to update about 2 to 4 colors per scanline, and it's better to do it during hblank... So at be...
by Stef
Wed Apr 22, 2020 9:08 am
Forum: Megadrive/Genesis
Topic: Alternative to Vasm assembler?
Replies: 27
Views: 1629

Re: Alternative to Vasm assembler?

And to be honest GAS is probably the worst 68000 assembler :p
by Stef
Wed Apr 22, 2020 9:00 am
Forum: SGDK
Topic: Problem with DMA_doVramFill
Replies: 5
Views: 392

Re: Problem with DMA_doVramFill

If you use not too old SGDK with recent GCC (6.3) you can be confident about inlining. The LTO optimization does wonder, it even sometime push it a bit too much (making code size a bit large) but so you can safely use fonction for almost everything (as you can see i don't care too much with them in ...
by Stef
Wed Apr 22, 2020 7:41 am
Forum: SGDK
Topic: Problem with DMA_doVramFill
Replies: 5
Views: 392

Re: Problem with DMA_doVramFill

OK, I think I understood the problem. I looked in source code of DMA_doVRamFill. In fact, the "value" parameter needs to be u8. Then, when sending the value to data port, you write : *pw = value | (value << 8); ... So I modified the DMA_doVRamFill function by making value a u16, and sending value t...
by Stef
Tue Apr 21, 2020 7:47 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 808
Views: 423526

Re: Sega Genesis Dev Kit (SGDK)

Thanks a lot Chilly Willy, looks like this unit needed a documentation update :p
I will add all those precious informations in the header as this is very informative :)
by Stef
Tue Apr 21, 2020 7:39 pm
Forum: SGDK
Topic: Problem with DMA_doVramFill
Replies: 5
Views: 392

Re: Problem with DMA_doVramFill

In fact SGDK just take care about adjusting len but not the way data are written (and it should probably indeed) so currently you have to take care of that yourself. And unfortunately it's not really straightforward to handle that..
by Stef
Tue Apr 21, 2020 8:34 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 808
Views: 423526

Re: Sega Genesis Dev Kit (SGDK)

You're welcome ! I forgot to mention it indeed, i just updated to SGDK 1.50, i think i will soon publish a 1.51 version to fix minors issues (as usual) :p
by Stef
Sun Apr 19, 2020 6:49 pm
Forum: SGDK
Topic: Fast question about HUD and strings
Replies: 7
Views: 497

Re: Fast question about HUD and strings

Yeah i modified code so you can just use intToStr(..) now and it should be fast :)
by Stef
Fri Apr 17, 2020 7:38 am
Forum: SGDK
Topic: HScroll Tile mode
Replies: 11
Views: 558

Re: HScroll Tile mode

Oh i never realized that was the name of second boss :p