Search found 2586 matches

by Stef
Fri Jul 21, 2017 8:15 am
Forum: Megadrive/Genesis
Topic: Need Help With xgmplayer
Replies: 20
Views: 527

Re: Need Help With xgmplayer

I made XGM driver to be SGDK ready, i already did a BEX wrapper in assembly which can be used for assembly project as well, and i guess Sik already spent a lot of time in rewriting the ASM wrapper for you. The thing is that debugging Z80 code (or at least trying to understand why the XGM driver does...
by Stef
Tue Jul 18, 2017 2:23 pm
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 5
Views: 78

Re: How use PLAN_WINDOW for sgdk

PLAN_A and WINDOW are the same plan. See the window as a "fixed part" of the plan A with its own tilemap.
If you were expecting a third window plan, sorry but it is not the case :-/
by Stef
Tue Jul 18, 2017 8:15 am
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 5
Views: 78

Re: How use PLAN_WINDOW for sgdk

Indeed, you need to setup it first using these methods :

Code: Select all

void VDP_setWindowHPos(u16 right, u16 pos);
void VDP_setWindowVPos(u16 down, u16 pos);
Also you need to be sure to allocate enough VRAM for the window tilemap (you can relocate tilemap).
by Stef
Sun Jul 16, 2017 9:47 pm
Forum: Demos
Topic: Papi Commando RELOAD !! *SgdK* - Megadrive
Replies: 15
Views: 310

Re: Papi Commando RELOAD !! *SgdK* - Megadrive

Very well done Vetea !! Really good balance and feeling now ! it's almost done, just need more levels.
What about adding kind of scoring with combo system (when you kill several bad guys in a limited amount of time) ? :p
by Stef
Fri Jul 14, 2017 1:31 pm
Forum: SGDK
Topic: What I got so far, and HELP! :)
Replies: 12
Views: 276

Re: What I got so far, and HELP! :)

I think you update the vscroll too soon, just do it right after waitVSync() so it will happen during vblank, at same time the sprites will be sent to the VDP... It's important sprites coordinates are in sync with your vscroll value. Also you are doing some sprite updates / vscroll change directly in...
by Stef
Thu Jul 13, 2017 8:28 am
Forum: SGDK
Topic: What I got so far, and HELP! :)
Replies: 12
Views: 276

Re: What I got so far, and HELP! :)

Oh yeah sorry for not having bring more details about it, in fact lately i think i have received about 4 times this question about how implement correct scrolling for long map (and so had replied it 4 times :p). I definitely need to do a proper example with the 'sprite' sample embedded in SGDK for t...
by Stef
Wed Jul 12, 2017 11:58 am
Forum: SGDK
Topic: SHMUP scrolling game
Replies: 12
Views: 274

Re: SHMUP scrolling game

Well done, that's the good way to do that :)
by Stef
Wed Jul 12, 2017 11:50 am
Forum: SGDK
Topic: What I got so far, and HELP! :)
Replies: 12
Views: 276

Re: What I got so far, and HELP! :)

This is not really a good approach to do it, too complex, not efficient and bug prone... You need to use absolute coordinates in the whole level for your sprites and objects, these coordinates have to be stored outside the basic SGDK 'Sprite' object. Then you have your camera position defining the c...
by Stef
Tue Jul 11, 2017 9:03 pm
Forum: Video Display Processor
Topic: Is DMA Fill buggy?
Replies: 11
Views: 189

Re: Is DMA Fill buggy?

Something like that indeed, exactly what i try to address with SGDK implementation.
by Stef
Tue Jul 11, 2017 1:57 pm
Forum: Video Display Processor
Topic: Is DMA Fill buggy?
Replies: 11
Views: 189

Re: Is DMA Fill buggy?

Does it happen on emulators as well or only on real hardware ?
by Stef
Tue Jul 11, 2017 11:35 am
Forum: Video Display Processor
Topic: Is DMA Fill buggy?
Replies: 11
Views: 189

Re: Is DMA Fill buggy?

Older version of SGDK probably had it wrong because of the weird internal implementation of DMA fill, but in laters ones i tried to improve that so DMA fill usage is more user friendly... Still probably i didn't got it perfectly right :-/ Looking at the dma fill method, i think i didn't handled all ...
by Stef
Mon Jul 10, 2017 1:06 pm
Forum: Megadrive/Genesis
Topic: Need Help With xgmplayer
Replies: 20
Views: 527

Re: Need Help With xgmplayer

Yeah the wrapper is based around the old BEX code (which itself was mostly asm anyway), doing it from the lastest version would require rewriting the whole lot from scratch =/ Would have been much easier if the game was written for SGDK from the beginning (avoiding the need for this whole thing). I...
by Stef
Fri Jul 07, 2017 9:05 am
Forum: Megadrive/Genesis
Topic: Need Help With xgmplayer
Replies: 20
Views: 527

Re: Need Help With xgmplayer

So then now the problem is from the driver wrapper probably... Looking at the source (which are in full assembly :| ) i don't see immediate issue but of course there is many possible mistakes. Also i tried to look what is doing the Z80 and it seems that it's not even starting to play the music as th...
by Stef
Thu Jul 06, 2017 2:52 pm
Forum: SGDK
Topic: Tiles
Replies: 6
Views: 212

Re: Tiles

Of course :) IMAGE contains a TileSet and and Map internally so you can use all those functions with it :)
by Stef
Wed Jul 05, 2017 2:28 pm
Forum: SGDK
Topic: Tiles
Replies: 6
Views: 212

Re: Tiles

How are you declaring it ? TILESET ? or IMAGE ?
The easiest way to display it is to use IMAGE resource then use VDP_drawImage(..) method.