Search found 2775 matches

by Stef
Mon Sep 24, 2018 7:55 am
Forum: SGDK
Topic: Tutorial sample file problem
Replies: 8
Views: 281

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: 281

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: 116

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: 281

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Ok i understand, thanks for providing the fix to these outdated tutorials, i really need to update them (i repeat that everytime ^^).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: 172

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: 172

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: 281

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: 983

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: 15113

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: 15113

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

Haha, it was easy to fix this time hopefully just for a title screen ;)
by Stef
Fri Aug 31, 2018 7:35 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 234
Views: 15113

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

Do you have them in-game and always or only in some situation (level loading / palette fading...) ? If you have them in-game then I think you have some code somewhere writing CRAM and you probably forgot about them (old debug ?). At least the SGDK sprite engine never write it... Another possible pr...
by Stef
Wed Aug 29, 2018 9:50 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 234
Views: 15113

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

Retroad retro genesis ?? Oh definitely it would be better to test on a real NTSC Sega Megadrive, i think you shouldn't don't spent too much time with this ;)
by Stef
Tue Aug 28, 2018 2:58 pm
Forum: Megadrive/Genesis
Topic: 68000 programming optimization tips? (for speed)
Replies: 27
Views: 3017

Re: 68000 programming optimization tips? (for speed)

what sign(x) is intended to return ? 1 if signed, 0 if not ?
by Stef
Tue Aug 28, 2018 2:57 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 234
Views: 15113

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

"I'll handle the CRAM dots later", I said to myself. Now "later" is here, and I don't know what to do about it. This should be ok, right? VDP_waitVSync(); colorCyclePressStart(colorCycleTimer++); All that other function do is a few VDP_setPaletteColor. I get CRAM dots somewhere around line 192...wh...
by Stef
Sun Aug 19, 2018 6:09 pm
Forum: Megadrive/Genesis
Topic: 68000 programming optimization tips? (for speed)
Replies: 27
Views: 3017

Re: 68000 programming optimization tips? (for speed)

I rarely need to save X but neat way of doing it :)