Search found 2841 matches

by Stef
Tue Jan 22, 2019 5:13 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

Pry so it won't happen :p
No if that is really the case then we need to understand why and how to sort it without using this flag :)
by Stef
Tue Jan 22, 2019 1:09 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

Yeah enabling this flag will degrade PCM playback quality definitely, it's why it would be better to avoid using it but you can test to see if it makes any difference. About RAM randomization, i may eventually do it by default in SGDK to help in spotting "unitialized variable" bug :)
by Stef
Tue Jan 22, 2019 8:31 am
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

Did you randomized the RAM at the same location as clearRAM loop in the sega.s file ? it's important to keep it here (otherwise you can erase some internals variables). Weird that your gamepad reading goes wrong, maybe there is some uninitialized vars in there.
by Stef
Mon Jan 21, 2019 11:57 am
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

Normally variables in .text section should be properly initialized, i think it would be helpful to try to randomize the RAM and test on emulator to see if it does any difference (having the clear RAM doing randomize RAM instead or something like that ^^).
by Stef
Mon Jan 21, 2019 8:58 am
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

This can be the reason but it can also be timing differences between the emulator and real hardware which lead to some weird issues like that. Something you can try eventually is too comment the RAM initialization code from SGDK sega.s file : ClearRam: * move.l %d0,(%a0)+ but i wonder if some parts ...
by Stef
Sat Jan 19, 2019 10:24 pm
Forum: Megadrive/Genesis
Topic: SGDK RESCOMP and the quest for two pallets on a single background layer
Replies: 3
Views: 74

Re: SGDK RESCOMP and the quest for two pallets on a single background layer

Yeah Indeed there is no example about it.
In fact TILE_ATTR(..) is just the base tile flags that Map data can complete. For now only the palette information can be completed from the map but I eventually plan to add the priority as well :-)
by Stef
Sat Jan 19, 2019 8:53 pm
Forum: Megadrive/Genesis
Topic: SGDK RESCOMP and the quest for two pallets on a single background layer
Replies: 3
Views: 74

Re: SGDK RESCOMP and the quest for two pallets on a single background layer

Why do you want it as 32 bit in C ? You can always cast your 16bit data as 32 bit if needed. About the palette problem, you generated map should take care of multiple palette, if you use TILE_ATTR(PAL1...) then it will just add palette index from the image, so if you have 2 palettes it will use PAL ...
by Stef
Wed Jan 16, 2019 8:35 am
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

i hope you will be able to have at least some information from the debug lib in GensKMod, otherwise you (we) will have a hard time in finding the source of the bug ^^
by Stef
Tue Jan 15, 2019 11:17 am
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

You may try to play a long time with Gens KMod in debug mode maintaining the output message dialog open, just to see if some warnings or errors happen from time to time (that doesn't necessary end to an exception). If absolutely no log appears after playing one or several hours then it will be quite...
by Stef
Tue Jan 15, 2019 8:53 am
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

Did you try to run with the "debug" library to see if some errors were thrown (allocation or stuff like that) at some point ?
Also when did these exceptions happened ? After several minutes of gameplay ? or it can happen quite quickly ?
by Stef
Mon Jan 14, 2019 4:35 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

Your last bug about the releaseSprite make me think that you are probably sometime having some corrupted Sprite pointers (leading to all that weird errors). Do you check that your sprite are correctly allocated after a SPR_addSprite(..) call (you need to check for NULL return) ?
by Stef
Fri Jan 11, 2019 8:41 am
Forum: SGDK
Topic: Do you need tutorials ?
Replies: 69
Views: 13211

Re: Do you need tutorials ?

Only a very few commercial games rely on the collision bit. Barbie Super model game uses it to determine collision in the driving section, i guess they located sprites in a way it could work... but let's be honest, it's probably the worst MD game ever released officially. I remember another game usi...
by Stef
Mon Jan 07, 2019 10:39 pm
Forum: Tools
Topic: BlastEm 0.6.0
Replies: 10
Views: 449

Re: BlastEm 0.6.0

No, the others i was speaking were the ones mentioned just earlier (checkboxes) :)
by Stef
Mon Jan 07, 2019 1:05 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 44
Views: 737

Re: Sprite sorting

No, that shouldn't be a problem, normally the sprite engine is safe and protect itself where it needs to be.
I will continue to investigate, if the problem never happened before then it means the last addition bring a regression.
by Stef
Mon Jan 07, 2019 11:04 am
Forum: SGDK
Topic: Do you need tutorials ?
Replies: 69
Views: 13211

Re: Do you need tutorials ?

Very interesting article ! thanks :) About the collision, to be honest i'm not sure the sprite collision flag could be really useful. At worst it can just tell you 'ok, there is 2 sprites colliding somewhere' but testing the flag at each line would eat too much CPU (even testing it each 8 lines woul...