Search found 2997 matches

by Stef
Mon Jan 20, 2020 11:15 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 792
Views: 389193

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 :)
by Stef
Mon Jan 20, 2020 11:41 am
Forum: SGDK
Topic: All my VDP_drawText() are gone with SGDK 1.4.1
Replies: 3
Views: 174

Re: All my VDP_drawText() are gone with SGDK 1.4.1

I completely missed your message @DavilaGames !
Indeed VDP_resetScreen(..) does more now than before (it also clear VRAM), explaining you need to re-upload the font after calling it.
Definitely a problem, i will add the (default) font upload to the function ! Thanks for reporting :)
by Stef
Fri Jan 03, 2020 10:14 am
Forum: SGDK
Topic: Import Sprites in main()
Replies: 1
Views: 554

Re: Import Sprites in main()

You have indeed some limitations about the number of sprite you can use. The hardware itself is limited to 80 sprites max (H40 mode) so the sprite engine limit to 80 sprites max too. You cannot what you're doing : adding all sprites (using addSprite) for a level then hiding some of them until they b...
by Stef
Thu Dec 12, 2019 8:41 am
Forum: Demos
Topic: Mode 7 demo for Genesis/MD
Replies: 56
Views: 28118

Re: Mode 7 demo for Genesis/MD

As usual, pure awesomeness !
Indeed i realized i already had the demo since several months but nice to see it having more visibility :)
by Stef
Thu Nov 28, 2019 4:42 pm
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 1712

Re: m68k at risk of being dropped from gcc 11

Definitely very complex, as you said i guess it's someone with had already hands in GCC code. Even for 10000$ i don't know if i would have tried as i've absolutely no experience with GCC compiler code.
by Stef
Thu Nov 28, 2019 8:58 am
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 1712

Re: m68k at risk of being dropped from gcc 11

Oh ok, you did it :lol:
by Stef
Wed Nov 27, 2019 10:27 am
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 1712

Re: m68k at risk of being dropped from gcc 11

Good news :D
by Stef
Thu Nov 21, 2019 10:00 am
Forum: SGDK
Topic: Possibly the dumbest SGDK question ever asked
Replies: 2
Views: 480

Re: Possibly the dumbest SGDK question ever asked

Developing SMS game is a complete different beast, do you know you have some tools for that :
https://github.com/sverx/devkitSMS

It allows you to develop SMS game in C, using a specific compiler and as far i can tell, it does work not that bad honestly :)
by Stef
Mon Nov 18, 2019 1:13 pm
Forum: Megadrive/Genesis
Topic: Noob questions: DEFINITIVE info about Z80 BUSREQ, RESET?
Replies: 28
Views: 6716

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: 715

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: 844

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: 715

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: 19325

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: 19
Views: 4527

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: 750

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...