Search found 2665 matches

by Stef
Tue Feb 20, 2018 9:57 am
Forum: Video Display Processor
Topic: Tectoy's weird VDP behavior
Replies: 17
Views: 822

Re: Tectoy's weird VDP behavior

One of the bug i had with SGDK is that the MD Tectoy requires the 68000 requesting Z80 BUS before issuing DMA otherwise you have great luck to have lot of bugs with your DMA transfer, i specifically added a flag in SGDK for that behavior... Note that it does that for game that work from SD card as m...
by Stef
Mon Feb 19, 2018 8:27 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

It would be better to pre-upload that big explosion animations to the VRAM then :p
But if it works in the current state then you can keep it that way for now ;)
by Stef
Mon Feb 19, 2018 2:59 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

Yeah, 768 tiles so 24 KB, to be honest that is a lot ! I can understand you reserve 768 tiles for sprite in VRAM but you probably don't need to reserve as much for the unpack buffer (it's used to unpack sprite tiles between 2 SPR_update() calls) as normally you will never update 768 tiles at once ! ...
by Stef
Sun Feb 18, 2018 8:23 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

mix256> Are you using the sprite engine ? If it's the case, how did you initialized it ? Sprite engine consume some memory... Also i don't understand if you use your own sprite unpack buffer or if you speak about the Sprite Engine one ? As the sprite engine can have one ;) And you may use it so you ...
by Stef
Wed Feb 14, 2018 2:54 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

Sprite masking magic ? :p
by Stef
Tue Feb 13, 2018 11:07 am
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

Great :D
by Stef
Mon Feb 12, 2018 3:04 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

Indeed, if you look at the changelog you will see the version 1.34 fix something about that ;) But what is weird is that normally the issue appeared only when doing animation or frame change manually... not when adding a new sprite. Can you test with the last SGDK version and tell me if the issue is...
by Stef
Mon Feb 12, 2018 12:36 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

Ran into some strange things with the animations of everything. Seems that I need to clear the animation timer (sprite->timer = 0;), otherwise the first frame would be skipped. First time you'd use the sprite it would be ok, but not when adding a sprite using the same spriteDef the second time. If ...
by Stef
Fri Feb 09, 2018 12:32 pm
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 24
Views: 879

Re: Project C - WIP - Sega Genesis / Mega Drive

Exactly, BCD operations are never a bottleneck in a game as you rarely need it more than once per frame...
by Stef
Fri Feb 09, 2018 8:46 am
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

Oh it was just an example sorry, of course it's better to not duplicate tiles indeed so better to do that :
0123456
789

The idea is just to have extra animation rows for missing numbers
by Stef
Thu Feb 08, 2018 2:30 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

The simplest way to do is to use 1 sprite for each digit, so you have a sprite definition of 1x2 tiles, with 10 rows defining the 10 possible digit. Then you just use 1 sprite to display 1 digit with at the good animation index depending which digit to display. If you want to not waste your sprite t...
by Stef
Wed Feb 07, 2018 2:41 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

mix256 wrote:
Wed Feb 07, 2018 1:34 pm
I guess I need to manually create a SpriteDefinition, to make me get the size I want (if it's different than the frame size generated from the font graphics using rescomp) ?
Yeah but you can also build your own "number" only font image so it's adapted to your needs :)
by Stef
Wed Feb 07, 2018 12:58 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

If you are using the Sprite Engine for other parts then you can do it that way, it's the good way to do it.
You cannot really mix SPR_xx (ghigh level) and VDP_setSpritexx (low level) methods, so better is to use manual allocation in the sprite engine as you did :)
by Stef
Mon Feb 05, 2018 3:45 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1258

Re: Unnamed "ninja" game (Dev Diary thread)

Wow, it's already quite impressive and almost ready to make a game ! Well done !
And thanks for your kind comments about SGDK, glad to that you like it :)
by Stef
Mon Jan 22, 2018 7:04 pm
Forum: SGDK
Topic: undefined reference to main
Replies: 14
Views: 2342

Re: undefined reference to main

Ok, so you may have another GCC toolchains or cygwing conflicting maybe...
You need to check your path environment variable and if you have other toolchains installed.