Search found 3072 matches

by Stef
Tue Feb 16, 2021 4:01 pm
Forum: SGDK
Topic: Some questions about SGDK
Replies: 14
Views: 538

Re: Some questions about SGDK

When you release a sprite, SGDK will just mark it as released and so can give its VRAM / sprite space back to another sprite but it won't "erase" VRAM. It's normal you always see the data in VRAM (if you're using VRAM viewer from emulator). Also after SPR_release(..) you need to call SPR_update() to...
by Stef
Tue Feb 09, 2021 2:23 pm
Forum: SGDK
Topic: Some questions about SGDK
Replies: 14
Views: 538

Re: Some questions about SGDK

Doing that will force to wait for a complete frame (wait for vblank and doing attached vblank process). It does not guarantee though that after the call you are not in vblank anymore, if the process are shorter than vblank period (and it's likely to happen) then you will be still in vblank after the...
by Stef
Mon Feb 08, 2021 11:26 pm
Forum: SGDK
Topic: Some questions about SGDK
Replies: 14
Views: 538

Re: Some questions about SGDK

What about using (posx + 4) >> 3, so it will indeed round the tile position. Then what about just testing multiple tile position, for collision you may need kind of bounding box collision type so it actually touch several tiles at once. (posx + 8) >> 3 for maxX and (posx - 8) >> 3 for minX , it's ju...
by Stef
Sat Feb 06, 2021 11:39 pm
Forum: Super 32X
Topic: DMA DEI
Replies: 4
Views: 529

Re: DMA DEI

Indeed, Gens only implemented what was used by 32X :oops: and honestly not much was used so the Gens SH-2 core is pretty incomplete on IO side !
by Stef
Fri Feb 05, 2021 1:20 pm
Forum: SGDK
Topic: Get Tile Index of background specific position (X, Y)
Replies: 6
Views: 1454

Re: Get Tile Index of background specific position (X, Y)

Indeed, but you need to use the MAP resource for that :)
It's also why i said "usually you should have it in RAM or ROM as you initially set it yourself", normally you almost never need to directly read the VRAM to retrieve tilemap data value.
by Stef
Fri Feb 05, 2021 1:18 pm
Forum: Megadrive/Genesis
Topic: VDP Interrupt Processing
Replies: 3
Views: 327

Re: VDP Interrupt Processing

Yeah, that is how it works :)
by Stef
Thu Feb 04, 2021 10:15 am
Forum: Megadrive/Genesis
Topic: VDP Interrupt Processing
Replies: 3
Views: 327

Re: VDP Interrupt Processing

As long as M68K CPU acknowledge them.. if it doesn't then they remain pending indefinitely.
I don't think we can cancel them from VDP side.
by Stef
Thu Feb 04, 2021 10:14 am
Forum: SGDK
Topic: Get Tile Index of background specific position (X, Y)
Replies: 6
Views: 1454

Re: Get Tile Index of background specific position (X, Y)

Indeed there is no VDP_getTileMapXY(..) function ins SGDK. The reason of that is that it's somehow slow to retrieve tile index reading VRAM, usually you should have it in RAM or ROM as you initially set it yourself :) But i admit that in some situation it can be handy to directly get it from VRAM (a...
by Stef
Thu Feb 04, 2021 10:11 am
Forum: SGDK
Topic: Display a variable on the screen[resolved]
Replies: 4
Views: 260

Re: Display a variable on the screen[resolved]

Yeah GEns Kmod debugging is really more convenient than trying to display value on screen.
Don't forget to enable active debug feature in Gens KMod otherwise message logging won't work !
by Stef
Thu Feb 04, 2021 10:10 am
Forum: SGDK
Topic: Some questions about SGDK
Replies: 14
Views: 538

Re: Some questions about SGDK

Hi Izidor, You have a small sample in SGDK folder called "sprite" (now called "sonic" on github) which demonstrate how to deal with all of these :) Map scrolling, how camera position is computed from main player sprite position, then how sprites are positions are put relative to this camera position...
by Stef
Mon Jan 25, 2021 1:12 pm
Forum: SGDK
Topic: Writing multiple VSRAM values per scanline
Replies: 3
Views: 418

Re: Writing multiple VSRAM values per scanline

Well done, very nice trick to do animated reflection :)
How much of the VSRAM table you transfer per line ? here you don't need to transfer the whole table (and i guess that's not possible) ?
by Stef
Fri Jan 01, 2021 9:51 pm
Forum: SGDK
Topic: Screen wobble SGDK sample
Replies: 5
Views: 990

Re: Screen wobble SGDK sample

Thanks for the kind words! Of course you can use it if you like, I'd love to see it as an SGDK default sample. Thanks ! i will probably add it soon then :D I may eventually add some comments here and there (I saw you used low level sprite API for instance) Speaking of hint callback :), I noticed th...
by Stef
Wed Dec 30, 2020 9:47 pm
Forum: SGDK
Topic: Screen wobble SGDK sample
Replies: 5
Views: 990

Re: Screen wobble SGDK sample

The effect looks gorgeous ! well done ! And the settings menu is really nicely done too. Can i eventually use it as default sample ? that is the kind of sample i always wanted to do but never spent time for that. Of course you will be credited for that :) Also it's good that you made it for SGDK 1.6...
by Stef
Thu Dec 03, 2020 10:57 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 837
Views: 526551

Re: Sega Genesis Dev Kit (SGDK)

Just released SGDK 1.60 !
https://www.patreon.com/posts/44635938
Have fun :)
by Stef
Fri Nov 13, 2020 1:15 pm
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 5203

Re: Play wav music and sound effect

Yeah of course you can, you just need a 8 MB ROM cart for that and it is not recommended to use flat mapping as it eats extension memory space but if don't care about it...