Search found 2989 matches

by Stef
Mon Nov 18, 2019 1:13 pm
Forum: Megadrive/Genesis
Topic: Noob questions: DEFINITIVE info about Z80 BUSREQ, RESET?
Replies: 28
Views: 5070

Re: Noob questions: DEFINITIVE info about Z80 BUSREQ, RESET?

The 2 aren't connected but SEGA clearly indicate to always asserting BUSREQ during Z80 reset operation.
by Stef
Fri Nov 15, 2019 10:43 am
Forum: SGDK
Topic: SPRITE frame size limit
Replies: 4
Views: 210

Re: SPRITE frame size limit

I tried to use u8 but remember it didn't worked for some reasons i forgot. I have to re-investigate it but almost certain it couldn't be done that easy :-/
by Stef
Tue Nov 12, 2019 5:17 pm
Forum: SGDK
Topic: NOOB question - How do I get the frame count?
Replies: 8
Views: 312

Re: NOOB question - How do I get the frame count?

Timer unit give a method to retrieve elapsed time from hard reset (SYS_getTimer() or something like that).
But SGDK also own the frame counter into vtimer variable.
by Stef
Fri Nov 08, 2019 9:14 am
Forum: SGDK
Topic: SPRITE frame size limit
Replies: 4
Views: 210

Re: SPRITE frame size limit

Hardware sprite are limited to 32x32 pixels. Rescomp limit (meta) sprite size to 128x128 to spare ROM space on sprite metadata (hardware sprite position) so it could use s8 type to define offset and collision information. Having > 128 w or h sprites would require using 16 bit offsets for both hard s...
by Stef
Thu Nov 07, 2019 2:18 pm
Forum: Demos
Topic: Mega Marble World
Replies: 53
Views: 17305

Re: Mega Marble World

It looks like a very interesting puzzle game :) How many levels do you have ?
by Stef
Fri Oct 25, 2019 9:33 am
Forum: Demos
Topic: Street Fighter Alpha Mockup
Replies: 17
Views: 2443

Re: Street Fighter Alpha Mockup

It looks great ! I always though SFA2 could have receive a better port on MD than on SNES using the H40 mode.
Here you used the full resolution but i believe 320x200 would be better so you can update big sprites with the higher DMA capacity and also for before arcade aspect ratio conservation.
by Stef
Fri Oct 25, 2019 9:26 am
Forum: SGDK
Topic: [XGM] PCM sfx doesn't start
Replies: 3
Views: 249

Re: [XGM] PCM sfx doesn't start

Yeah priority 15 is the maximum priority and should always play :) About play PCM status, I think we already discussed that point ? The problem is that XGM commands may take 1 or even 2 frames (as in reality it's just a bit more than 1 frame in some situation) to be processed so XGM_isPCMPlaying() m...
by Stef
Fri Oct 11, 2019 8:04 am
Forum: SGDK
Topic: Sprite half in front of PLAN_A and the other half behind.
Replies: 8
Views: 803

Re: Sprite half in front of PLAN_A and the other half behind.

You also need to have correct priority sprite wise (which are disconnected from high / low priority stuff). If you are using SGDK you can use the SPR_setDepth(..) method to change inter-sprite priority.
by Stef
Wed Oct 02, 2019 7:52 am
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 927

Re: SRAM read / write

Oh why i was think having enable / disable was enough ? i guess i need more sleep :lol:
But if linker script always put code *before* data then it's really unlikely to meet the problem i guess.. I maybe move them in sega.s for security.
by Stef
Tue Oct 01, 2019 4:39 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 927

Re: SRAM read / write

@Chilly Willy> Yeah indeed nothing prevent it. Even worse looking at OBJ building in makefile it looks like resources is placed before code, not a good idea. I may move SRAM methods in sega.s file (at least enable and disable functions), i don't like that solution too much but it's important to take...
by Stef
Mon Sep 30, 2019 8:14 am
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 927

Re: SRAM read / write

SGDK uses SEGA SRAM mapper so it assumes base SRAM address to be 0x020000 and just require an offset (that is why the argument is called offset and not address). So in your case just use offset 0x0000. Also don't forget to enable SRAM (SRAM_enable()) before trying to read/write from/to it, then when...
by Stef
Tue Sep 24, 2019 4:34 pm
Forum: SGDK
Topic: Load Custom Font
Replies: 3
Views: 508

Re: Load Custom Font

Oh i guess it "optimized" the empty (space) character :lol:
You can disable IMAGE optimisation declaring it that way :

Code: Select all

IMAGE custom_font  "gfx/font.png" BEST NONE
But TILESET may be better in the end to avoid that issue ;)
by Stef
Mon Sep 23, 2019 7:59 am
Forum: SGDK
Topic: Load Custom Font
Replies: 3
Views: 508

Re: Load Custom Font

You just need to use one or the other: .res IMAGE custom_font "gfx/font.png" BEST .c VDP_loadFont(custom_font.tileset, DMA); should be enough to get your custom font loaded (i used IMAGE resource but the tileset as you did is also ok). If you need to set a specific palette then don't forget to load ...
by Stef
Sat Sep 14, 2019 6:07 pm
Forum: SGDK
Topic: Scrolling only one row.
Replies: 5
Views: 724

Re: Scrolling only one row.

Oh sorry I read too quickly your message :oops:
Indeed it was related to how you passed parameters.
Also there is a Discord server for SGDK, you have the link in the SGDK readme.txt file.
by Stef
Fri Sep 13, 2019 10:21 am
Forum: SGDK
Topic: Scrolling only one row.
Replies: 5
Views: 724

Re: Scrolling only one row.

You need to set the current scroll mode first using VDP_setHorizontalScrollMode(..) or something like that (on my phone currently).