Search found 2532 matches

by Stef
Wed May 24, 2017 10:15 am
Forum: SGDK
Topic: Does not work "VDP_resetSprites ()"
Replies: 2
Views: 65

Re: Does not work "VDP_resetSprites ()"

It depends from what you mean by "reset sprites". If you only want to hide them then just does VDP_clearSprites() If you want to reset everything (release allocated sprites and clear them) then use VDP_resetSprites() (internally it calls VDP_releaseAllSprites() and VDP_clearSprites()) note...
by Stef
Thu May 11, 2017 4:43 pm
Forum: SGDK
Topic: Documentation
Replies: 2
Views: 166

Re: Documentation

I do provide old SGDK releases in the download section :
https://github.com/Stephane-D/SGDK/wiki/Download

and the doc folder of the archive should contains documentation :)
by Stef
Sat May 06, 2017 5:54 pm
Forum: SGDK
Topic: XGM song change bug, eternal note
Replies: 4
Views: 137

Re: XGM song change bug, eternal note

Well i'm a bit surprised as by default all XGM music has a kind of header command to initialize the YM2612 and so turn off all channels. The fact it happens only on real hardware means there is probably a timing issue, maybe the registers are wrote too quickly (key on/off sequence) so they are not c...
by Stef
Fri May 05, 2017 6:55 pm
Forum: SGDK
Topic: XGM song change bug, eternal note
Replies: 4
Views: 137

Re: XGM song change bug, eternal note

It happens only on real hardware ? it would be nice to have a test rom but just to be sure, maintened notes are the ones from previous xgm music ? did you try to insert a stop command (waiting a frame or 2) before starting the next music ?
by Stef
Tue May 02, 2017 9:11 am
Forum: SGDK
Topic: A question about calculating visibilty
Replies: 8
Views: 198

Re: A question about calculating visibilty

The last version of SGDK offers better performance on the sprite engine, you should be able to handle more than 10 visible sprites without speed issues but still the code is in C and can be improved by using assembly on critical parts. Another problem of the SGDK sprite engine is that it has be made...
by Stef
Fri Apr 28, 2017 8:25 am
Forum: SGDK
Topic: pause a sprite?
Replies: 2
Views: 101

Re: pause a sprite?

If you are using SGDK sprite engine, also be sure to set the time parameter in the resource definition to 0 so you can manually control the animation for this sprite using SPR_nextFrame(..) or SPR_setFrame(..) methods.
by Stef
Wed Apr 26, 2017 9:15 am
Forum: SGDK
Topic: IMAGE Font load section
Replies: 11
Views: 273

Re: IMAGE Font load section

Well done ;)
by Stef
Mon Apr 24, 2017 6:12 pm
Forum: SGDK
Topic: IMAGE Font load section
Replies: 11
Views: 273

Re: IMAGE Font load section

Declare it as an IMAGE, internally the image contains a map : image->map
:)
by Stef
Mon Apr 24, 2017 7:51 am
Forum: SGDK
Topic: SGDK on DevCPP
Replies: 6
Views: 197

Re: SGDK on DevCPP

Sometime you have to launch several time the compiler to get it to finally compile correctly your project. That error is discussed here : http://gendev.spritesmind.net/forum/viewtopic.php?f=19&t=2044 And probably in another topics as well... I believe we were finally able to fix it by using a co...
by Stef
Sat Apr 22, 2017 8:20 pm
Forum: SGDK
Topic: IMAGE Font load section
Replies: 11
Views: 273

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: 1626

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: 14
Views: 388

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: 11
Views: 273

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: 6
Views: 197

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: 6
Views: 197

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...

Go to advanced search