Search found 2523 matches

by Stef
Sat Apr 22, 2017 8:20 pm
Forum: SGDK
Topic: IMAGE Font load section
Replies: 6
Views: 104

Re: IMAGE Font load section

Do you had a look on the VDP_setMapEx(..) method ? I think that's what you need :)
by Stef
Sat Apr 22, 2017 7:29 pm
Forum: Demos
Topic: Tanglewood Tech Demo 0.1.04
Replies: 16
Views: 1480

Re: Tanglewood Tech Demo 0.1.04

Wow ! awesome improvements since the last demo ! Well done, smoth animations, nice music and improved graphics... keep up the great work :)
by Stef
Fri Apr 21, 2017 12:45 pm
Forum: Sound
Topic: too many YM2612 infos ?
Replies: 12
Views: 226

Re: too many YM2612 infos ?

I think the YM2612 does not really need a dedicated section, even for the technical part. And the very nice resume you made is a proof of it ;) Maybe just having a topic which summarize acquired knowledge from the big topic is enough :) And i think we should have that kind of topic for each part of ...
by Stef
Fri Apr 21, 2017 8:47 am
Forum: SGDK
Topic: IMAGE Font load section
Replies: 6
Views: 104

Re: IMAGE Font load section

If you want to use bigger font then you have to rewrite your own drawText(..) methods to take care of the 2x2 tiles letters, a big deal honestly !
by Stef
Fri Apr 21, 2017 8:45 am
Forum: SGDK
Topic: SGDK on DevCPP
Replies: 5
Views: 106

Re: SGDK on DevCPP

Exactly as we do in code::blocks, custom makefile for the project and that is :)
by Stef
Thu Apr 20, 2017 9:34 am
Forum: SGDK
Topic: SGDK on DevCPP
Replies: 5
Views: 106

Re: SGDK on DevCPP

I was using DevCPP a long time ago and from what i remember you should able to setup it easily to get it working with SGDK. If it accepts makefile by project then you're almost done :) You can have a look on the Code::Blocks setup, it should be quite similar : https://github.com/Stephane-D/SGDK/wiki...
by Stef
Thu Apr 20, 2017 9:29 am
Forum: Video Display Processor
Topic: Titan's Mega Drive tech docs including Debug Register
Replies: 10
Views: 471

Re: Titan's Mega Drive tech docs including Debug Register

Thanks a tons for sharing your findings ! Guess i will have a very pleasant moment reading the document :)
by Stef
Wed Apr 19, 2017 11:27 am
Forum: Collaboration
Topic: My mate is producing a musicdisk
Replies: 4
Views: 156

Re: My mate is producing a musicdisk

I'm not a musician at all but i think we need detail about what you area really looking for. Which kind of music ? Megadrive music i guess ? in which format (VGM) ? How many tracks ?
by Stef
Tue Apr 18, 2017 9:08 am
Forum: Megadrive/Genesis
Topic: 68000 programming optimization tips? (for speed)
Replies: 18
Views: 398

Re: 68000 programming optimization tips? (for speed)

2) Also the 68000 is horribly slow at memory accesses (both read and write), so reduce them where possible.. I really don't understand that assumption.. 68000 is not any slower than other CPU for memory access. It's just the memory clock is CPU clock / 4 (~1.9 Mhz on the MD), which make sense for a...
by Stef
Wed Apr 12, 2017 1:37 pm
Forum: Announcement
Topic: Future of SpritesMind
Replies: 30
Views: 999

Re: Future of SpritesMind

Speaking about SpritesMind, for me it's without any doubts the best place for all people interesting in Sega 16 bit systems development. There is no comparable place for that, it's a incredible and very valuable source of information that you cannot find elsewhere. Also it's kind of the official pla...
by Stef
Thu Apr 06, 2017 12:45 pm
Forum: Megadrive/Genesis
Topic: Paprium and it's sound engine
Replies: 16
Views: 467

Re: Paprium and it's sound engine

Do you know that Paprium does exactly that ? separate EEPROM for PCM data so the 68000 has no direct connection to it ?
by Stef
Sun Apr 02, 2017 5:42 pm
Forum: Demos
Topic: Getting back into md coding. Where's the latest VGM driver?
Replies: 3
Views: 239

Re: Getting back into md coding. Where's the latest VGM driver?

You can find the SGDK sound sample here :
https://github.com/Stephane-D/SGDK/blob ... src/main.c

This sample show the different available sound drivers. You have the VGM driver but i highly recommend to use the XGM driver instead as it's more stable and offer more features :)
by Stef
Thu Mar 16, 2017 10:41 am
Forum: SGDK
Topic: pixels are not displayed
Replies: 14
Views: 751

Re: pixels are not displayed

Just use a map cache in RAM like this : Map* map = allocateMapEx(40, 28); u16 *tilemap = map->tilemap; ... u16 offi = 0; u16 offj = 0; u16 time = 1000; // main loop while(time--) { // generate plasma map for(u16 i = 0; i < 40; i++) { for(u16 j = 0; j < 28; j++) { u16 pixstate = ((sinFix16(offi + (i ...
by Stef
Fri Feb 24, 2017 10:22 am
Forum: Super 32X
Topic: Faster Sprites routines on the 32X?
Replies: 9
Views: 478

Re: Faster Sprites routines on the 32X?

Yeah i though about the problem just after having posted the code. The problem is that sprite can be display at any X offset so possible odd address. With 32 bit pointer you force address to be align on 4 bytes, which result in the X movement 4 pixels wide movement. So you definitely need to pass by...
by Stef
Thu Feb 23, 2017 4:26 pm
Forum: Megadrive/Genesis
Topic: Langrisser II (v1.2) opening tile graphics bug
Replies: 5
Views: 338

Re: Langrisser II (v1.2) opening tile graphics bug

Yeah the VRAM copy (and in fact all VRAM writes internally) is byte wide, i had it wrong as well when i first implemented it in Gens. If i remember correctly you can also observe the bug in James Pond 3 - Operation Starfish game (some platforms requires correct VRAM Copy DMA for correct display, no ...

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