Search found 2780 matches

by Stef
Mon Nov 12, 2018 4:07 pm
Forum: SGDK
Topic: How to debug my code?
Replies: 4
Views: 50

Re: How to debug my code?

I do the same technique using Gens (as i'm familiar with its debugger) using 'N' key to pass to next instruction word.
by Stef
Fri Nov 09, 2018 2:23 pm
Forum: SGDK
Topic: How to debug my code?
Replies: 4
Views: 50

Re: How to debug my code?

You can use the KLog_xxx method to generate output message in the message Dialog of Gens KMod, really useful for debugging :)
by Stef
Tue Nov 06, 2018 4:08 pm
Forum: SGDK
Topic: An error check in the 3 line handshake
Replies: 11
Views: 198

Re: An error check in the 3 line handshake

Is it possible to just add that part of the code directly in the SGDK mouse support ?
by Stef
Tue Oct 23, 2018 5:21 pm
Forum: SGDK
Topic: Issues with sprite engine and cleaning up
Replies: 4
Views: 487

Re: Issues with sprite engine and cleaning up

Glad you fixed your problem but normally exceeding the DMA capacity per frame shouldn't be a big issue (it' just a warning as you can see), at worst you may get some slowdowns.. but allocating too much sprites is an important issue. Logs (that you're using with the debug version of the lib) can help...
by Stef
Sat Oct 20, 2018 12:46 pm
Forum: SGDK
Topic: Issues with sprite engine and cleaning up
Replies: 4
Views: 487

Re: Issues with sprite engine and cleaning up

When doing lot of VRAM alloc / release, you end by having fragmented VRAM and that is an issue to allocate a new sprite. If you use the last version of SGDK from github repository, you may see the new SPR_defragVRAM() method to force VRAM defragmentation operation. You can do it from time to time to...
by Stef
Mon Sep 24, 2018 7:55 am
Forum: SGDK
Topic: Tutorial sample file problem
Replies: 8
Views: 954

Re: Tutorial sample file problem

You need to browse a bit the SGDK source to understand that ;) Here's how are defined Image and Map structures : typedef struct { Palette *palette; TileSet *tileset; Map *map; } Image; typedef struct { u16 compression; u16 w; u16 h; u16 *tilemap; } Map; You can see that Map isn't just the tilemap ar...
by Stef
Thu Sep 20, 2018 12:12 pm
Forum: SGDK
Topic: Tutorial sample file problem
Replies: 8
Views: 954

Re: Tutorial sample file problem

Probably using others tools !

But you know that an IMAGE resource internally contains a tilemap, so if you feed rescomp with a big PNG image (2048x2048 for instance) respecting the tile limit (no more than 2048 different tiles) then it will build the 256x256 map out of it :)
by Stef
Fri Sep 14, 2018 7:39 am
Forum: SGDK
Topic: Help with basic sprite control
Replies: 2
Views: 302

Re: Help with basic sprite control

Your coordinates are in fix32 type (fixed point number), so adding -1 or +1 will only modify from the minimal amount the fractional part. If you want to add 1 pixel you need to add FIX32(1) You should read this document : https://github.com/Stephane-D/SGDK/wiki/Tuto-Maths To understand how SGDK hand...
by Stef
Wed Sep 12, 2018 7:48 am
Forum: SGDK
Topic: Tutorial sample file problem
Replies: 8
Views: 954

Re: Tutorial sample file problem

Ok i understand, thanks for providing the fix to these outdated tutorials, i really need to update them (i repeat that everytime ^^).
Oh yeah, the document you're looking for is rescomp.txt, you can find in the 'bin' folder (rescomp is the resource compiler of SGDK) :)
by Stef
Tue Sep 11, 2018 8:07 pm
Forum: SGDK
Topic: Basic syntax issue with VDP_drawImageEx();
Replies: 7
Views: 424

Re: Basic syntax issue with VDP_drawImageEx();

Sorry, i tried to investigate the problem : I re-installed a fresh SGDK 1.34 but i just cannot replicate your problem. I had an issue in the github repository where the bintos tool was buggy (i just updated it) but you shouldn't be impacted by it. It seems like your rescomp isn't correctly generatin...
by Stef
Mon Sep 10, 2018 2:12 pm
Forum: SGDK
Topic: Basic syntax issue with VDP_drawImageEx();
Replies: 7
Views: 424

Re: Basic syntax issue with VDP_drawImageEx();

Ca you show the content of the generated gfx.h file ?
It looks like the compiler don't like the auto generated DEFINE directive name. This one is generated from the resource file path so i guess you have a weird character into your file path.
by Stef
Mon Sep 10, 2018 2:09 pm
Forum: SGDK
Topic: Tutorial sample file problem
Replies: 8
Views: 954

Re: Tutorial sample file problem

Tutorials are terribly outdated unfortunately :-/
You may try to dig into the given sample (in sample folder), you will have more up to date example to work from :)
by Stef
Wed Sep 05, 2018 7:36 am
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 10
Views: 1383

Re: SGDK and tilemap-editors

Not the first time some people request that feature so i will probably add it in the end ;)
by Stef
Mon Sep 03, 2018 3:45 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 234
Views: 20347

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

It happens in-game as well. Is there anyway for me to jack into the vint? So I can do the color cycle first? You have 2 user VInt callback handlers in SGDK, one is called after "SGDK works", the other is called at the very beginning of the VInt (the method is something as SYS_setPreVintCB(..)). Tha...
by Stef
Mon Sep 03, 2018 10:59 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 234
Views: 20347

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

Haha, it was easy to fix this time hopefully just for a title screen ;)