Search found 2740 matches

by Stef
Mon Jun 18, 2018 8:41 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 357
Views: 100908

Re: wolfenstein demo for sega genesis

I think what Gasega meant is that 128 KB would act more like movep instruction (and so all source data is used) but with 128 KB mode, you throw away half of the data so you lost the benefit from it. With movep instruction Gasega can process 2 bytes in 16 cycles, with 128 KB mode you do need 2 move.w...
by Stef
Sun Jun 17, 2018 8:21 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 160
Views: 7632

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

Your support makes me want to find issues, as well. :D I have one more, related to sound that I've been meaning to ask about. Sometimes when stopping the music, XGM_stopPlay(), the sound goes crazy (like it's playing the music REALLY fast) for about a second before stopping. Heard anything like tha...
by Stef
Sun Jun 17, 2018 8:02 pm
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 4
Views: 95

Re: SGDK and tilemap-editors

Boyfinn wrote:
Sun Jun 17, 2018 2:30 am
Wasn't rescomp built into SGDK?
In my experience it doesn't handle duplicate-tiles very well.
rescomp is inded built-in into SGDK, it's just the resource compiler.
And i can confirm you that now duplicated tiles are perfectly handled (hopefully) ;)
by Stef
Sat Jun 16, 2018 8:51 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 357
Views: 100908

Re: wolfenstein demo for sega genesis

Hello everyone, I'm back! :) It's been a little over a year since the last version I posted, but I wanted to post a new version of wolf3d. Some of the changes are: ... Glad to see you back gasega :D Well done with this almost final version compatible with NTSC/PAL system now =) Always impress by ho...
by Stef
Sat Jun 16, 2018 7:55 pm
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 4
Views: 95

Re: SGDK and tilemap-editors

Myself i'm using Tiled to edit the map then just use the PNG export and feed rescomp with it, it will automatically rebuilt the tilemap out of it :)
You may need to convert the PNG to indexed format.
by Stef
Sat Jun 16, 2018 5:41 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 160
Views: 7632

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

Glad to hear it fixed your issue :D It's good to have feedback from real user / game developer (as i don't really do it myself :P ) so i can fix that kind of bug not always easy to track ;)
by Stef
Sat Jun 16, 2018 10:20 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 160
Views: 7632

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

Ok, i just pushed a new spr_eng.c file on github repository, can you test with it to see if it fix these issues ? Thanks :D

(and yeah, 256 tiles is *a lot*, basically it's more that what you can send to VDP in a single VBlank !)
by Stef
Sat Jun 16, 2018 9:48 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 160
Views: 7632

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

Oh got it ! I can see that SPR_defragVram() is allocating the last sprite which couldn't be allocated ! Let me fix that :p
by Stef
Thu Jun 14, 2018 10:37 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 160
Views: 7632

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

Can you try to use the library in debug mode ? it will thrown message in KMod output window when error occurs, that might be easier to spot the issue :)
by Stef
Wed Jun 13, 2018 8:39 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 160
Views: 7632

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

Nice to have some news =) At the moment I'm struggling with a sprite limit thing. It seems that when a SPR_addSprite() returns NULL, there is no way to recover from it. Will need to investigate that a bit more and try the new SPR_defragVRAM() that Stef implemented. Oh really ? you mean that when SPR...
by Stef
Mon Jun 11, 2018 8:40 am
Forum: Megadrive/Genesis
Topic: Windows 10 SGDK Setup with Eclipse Help
Replies: 3
Views: 213

Re: Windows 10 SGDK Setup with Eclipse Help

Then now you just need a main() method in your project :)
by Stef
Fri Jun 08, 2018 8:17 am
Forum: Megadrive/Genesis
Topic: Windows 10 SGDK Setup with Eclipse Help
Replies: 3
Views: 213

Re: Windows 10 SGDK Setup with Eclipse Help

To be honest i don't use Eclipse myself as i got many troubles making it working with SGDK. Still from your messages log, did you correctly defines GDK environment variable and custom build command ? You GDK var should be set to : C:/SGDK And your build command to ${GDK}/bin/make -f ${GDK}/makefile....
by Stef
Thu Jun 07, 2018 7:56 am
Forum: Video Display Processor
Topic: disable video on vblank, better?
Replies: 7
Views: 319

Re: disable video on vblank, better?

I guess your small loop is to set the DMA registers right ?
In this case why not just enroll the loop as the number of register to set is fixed.
by Stef
Mon Jun 04, 2018 11:39 am
Forum: Demos
Topic: Mangangá
Replies: 4
Views: 237

Re: Mangangá

Very cute ! Colors look very C64inch.
by Stef
Wed May 30, 2018 7:38 am
Forum: Megadrive/Genesis
Topic: Loop Unrolling - Optimal Unrolling Factor?
Replies: 7
Views: 221

Re: Loop Unrolling - Optimal Unrolling Factor?

Well, the more you unroll, the best... it's always a trade-off between speed and code size but generally grouping 16 iterations is "enough" to make the branching almost free.