Search found 3131 matches
- Sat Apr 11, 2020 12:12 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241483
Re: Sega Genesis Dev Kit (SGDK)
When you have that kind of weird behavior you can be certain this is just an edge effect and that the bug is somewhere else. That's the problem with C code, you don't have any protection against illegal pointer / index access so it could work until you change something completely not related but whi...
- Sat Apr 11, 2020 9:04 am
- Forum: SGDK
- Topic: What map editors are you using that can be easily integrated in SGDK?
- Replies: 2
- Views: 4000
Re: What map editors are you using that can be easily integrated in SGDK?
Myself, even if i don't use it much i would recommend Tiled as it's a nice software to draw map and has many features as including scripting to build custom export format. Right now SGDK still lacks of a good map management system, this is my next big feature i want to add, and i will probably direc...
- Sun Apr 05, 2020 6:49 pm
- Forum: SGDK
- Topic: s16/s32 and sprintf/VDP_drawText
- Replies: 2
- Views: 3801
Re: s16/s32 and sprintf/VDP_drawText
it's the sprintf(..) function which doesn't support long type (u32 / s32), even by using %ld unfortunately.
You can use intToStr(..) method to avoid the problem (note that intToStr(..) is limited to [-500000000..500000000] range)
You can use intToStr(..) method to avoid the problem (note that intToStr(..) is limited to [-500000000..500000000] range)
- Tue Mar 31, 2020 12:19 pm
- Forum: SGDK
- Topic: Brainstorming a way to hscan colors in SGDK
- Replies: 10
- Views: 14288
Re: Brainstorming a way to hscan colors in SGDK
SGDK HInt handler is definitely slow when you need to do a specific task at each scanline... The interrupt process itself consume up to 44 cycles + ~124 cycles (just quickly did head cycle counting) for the ASM wrapper + 16 cycles for RTS from C routine means that you have ~184 cycles on the ~484 av...
- Wed Mar 25, 2020 9:17 am
- Forum: SGDK
- Topic: RESCOMP and individual nametable entries?
- Replies: 15
- Views: 15744
Re: RESCOMP and individual nametable entries?
Well in fact you have a way to encode priority information into the image but you need to arrange the palette properly. So you need a 8 bit image (indexed so) where : // b0-b3 = pixel data // b4-b5 = palette index (4 palette max) // b7 = priority bit So you can see that bit 7 can be used to store pr...
- Mon Mar 23, 2020 7:40 pm
- Forum: SGDK
- Topic: build error when trying Set_Palette
- Replies: 2
- Views: 3859
Re: build error when trying Set_Palette
Look like you updated SGDK by copying new files directly into the SGDK folder.
The problem is that some removed files (as vdp_pal_a.s file) weren't removed from your src folder
Just remove vdp_pal_a.s file from src SGDK folder and recompile the library, it should be fine
The problem is that some removed files (as vdp_pal_a.s file) weren't removed from your src folder
Just remove vdp_pal_a.s file from src SGDK folder and recompile the library, it should be fine
- Mon Mar 23, 2020 10:09 am
- Forum: Demos
- Topic: Sega Genesis Native Tracker
- Replies: 4
- Views: 10778
Re: Sega Genesis Native Tracker
That looks really awesome ! I tested it very quickly (without all shortcuts so i was limited) but so far it seems to have all features needed to compose music on the Megadrive. Very well done =)
- Mon Feb 17, 2020 11:04 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241483
Re: Sega Genesis Dev Kit (SGDK)
There is no real way of doing that automatically yet unfortunately. To disable looping you need to set sprite->timer to 0 when you're reaching last animation frame (setting timer to 0 actually disable auto animation). Also to change animation speed, again you need to set manually the sprite->timer v...
- Fri Jan 31, 2020 9:40 am
- Forum: SGDK
- Topic: Convert PCM to XGM
- Replies: 11
- Views: 15292
Re: Convert PCM to XGM
I think that is an interesting project :) When i was looking to develop my "PCMtoFM" tools i started to read some scientific literatures about it. I found some interesting articles but never got to time to investigate them in depth unfortunately, at this time IA or genetic algorithm weren't as effic...
- Thu Jan 30, 2020 12:05 pm
- Forum: SGDK
- Topic: Convert PCM to XGM
- Replies: 11
- Views: 15292
Re: Convert PCM to XGM
One way to translate PCM to FM would be to treat it as a seq2seq machine learning problem. The training sets could be generated by generating random sequences of FM commands and the corresponding PCMs; then the model could be trained to do the reverse mapping from the examples. Interested in experi...
- Wed Jan 29, 2020 11:50 am
- Forum: SGDK
- Topic: Convert PCM to XGM
- Replies: 11
- Views: 15292
Re: Convert PCM to XGM
Oh no that is something completely different here, the tool you show just convert a WAV/PCM to PSG data taking in consideration the PSG constraints to filter/process the PCM data and obtain the best quality out of it (from the PSG). The resulting PSG data size is close to the PCM data, it's just dow...
- Mon Jan 27, 2020 3:07 pm
- Forum: SGDK
- Topic: Convert PCM to XGM
- Replies: 11
- Views: 15292
Re: Convert PCM to XGM
If that is really what he want then yeah, you don't have tools for that and honestly i think that results won't be good anyway. I tried long a time ago to make a tool which could convert a PCM sample (single sound obviously) into a FM patch (kind of). It's definitely *very* complicated to develop th...
- Fri Jan 24, 2020 9:31 pm
- Forum: SGDK
- Topic: Convert PCM to XGM
- Replies: 11
- Views: 15292
Re: Convert PCM to XGM
Not sure what you mean exactly by converting PCM to XGM.
At least you ca declare your PCM resource as WAV resource then use the XGM driver to play it (whatever PCM channel you use for that).
At least you ca declare your PCM resource as WAV resource then use the XGM driver to play it (whatever PCM channel you use for that).
- Wed Jan 22, 2020 6:56 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241483
Re: Sega Genesis Dev Kit (SGDK)
Indeed, it looks like it eliminated memcpy from linking process (probably from the LTO optimization stuff) while it was required by the code. Maybe older compiler versions weren't using memcpy to copy structure while newer versions use it when structure size is > a certain limit (which explain why t...
- Mon Jan 20, 2020 11:15 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241483
Re: Sega Genesis Dev Kit (SGDK)
Oh this one is a weird one ! i've no idea why it happen in SGDK 4.1 and not SGDK 4.0 though...
maybe related to linking ordering. I've to investigate that..
thanks for reporting
maybe related to linking ordering. I've to investigate that..
thanks for reporting