Search found 2651 matches

by Stef
Mon Jan 22, 2018 7:04 pm
Forum: SGDK
Topic: undefined reference to main
Replies: 14
Views: 2153

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.
by Stef
Mon Jan 22, 2018 3:17 pm
Forum: SGDK
Topic: undefined reference to main
Replies: 14
Views: 2153

Re: undefined reference to main

2 possibilities :
- you're trying to build the library with the makefile.gen (instead of makelib.gen)
- you're trying to build a project without any main() method in it
Is it one of these ?
by Stef
Tue Jan 16, 2018 3:56 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 762
Views: 251816

Re: Sega Genesis Dev Kit (SGDK)

Code: Select all

VDP_setPlanSize(64, 64);

VDP_setWindowAddress(0xB000);
VDP_setSpriteListAddress(0xBC00);
VDP_setHScrollTableAddress(0xB800);
VDP_setBPlanAddress(0xC000);
VDP_setAPlanAddress(0xE000);
Should put SGDK back in old VRAM configuration mode..
by Stef
Tue Jan 16, 2018 1:00 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 762
Views: 251816

Re: Sega Genesis Dev Kit (SGDK)

To release some VRAM in the tilemap allocation. Megadrive allow 32x32, 32x64, 64x32 (default since SGDK 1.31), 64x64 (defaut in SGDK < 1.31), 128x32, 32x128 tilemap size But almost time 64x32 is enough to do whatever you want and allow to store more tile data in VRAM =) Of course you can change the ...
by Stef
Tue Jan 16, 2018 10:14 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 762
Views: 251816

Re: Sega Genesis Dev Kit (SGDK)

'doc' folder never has been in the repository, you need to go to the "release" section to download the full archive including the doc folder :
https://github.com/Stephane-D/SGDK/releases
by Stef
Mon Jan 15, 2018 9:02 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 762
Views: 251816

Re: Sega Genesis Dev Kit (SGDK)

Updated SGDK to version 1.34 ! Check it out here : https://github.com/Stephane-D/SGDK Changelog SGDK 1.34 (January 2018) ------------------------ LIBRARY *DMA - added DMA queue support for all (or almost all) methods supporting DMA operation * SPRITE - fixed timing issue when changing FRAME or ANIMA...
by Stef
Mon Jan 15, 2018 8:59 am
Forum: SGDK
Topic: [TUTO] How to make a scrolling ?
Replies: 0
Views: 48

[TUTO] How to make a scrolling ?

As this question often appears i decided to make it sticky. We already often discussed about how to do it, there is several topics speaking about it. But i think the best example is still this small code source example wrote by kcowolf : https://github.com/kcowolf/GenScrollingMapDemo The ScrollingMa...
by Stef
Fri Jan 12, 2018 12:25 pm
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 403

Re: Tile Map Code

It isn't compressed. Speed isn't my problem though. It runs quite fast. I tried using -1 compression instead of NONE, and wow, it was much slower. The problem is that VDP_loadTileSet produces garbled graphics. ... On the left is what happens if I use VDP_loadTileSet (loaded after VDP_drawImageEx). ...
by Stef
Fri Jan 12, 2018 8:38 am
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 403

Re: Tile Map Code

Are your data compressed ? if yes then you need to unpack your tileset first otherwise it will do it at each VDP_loadTileSet(..) call. That can bring a *big* speed improvement. Also reloading tiles each time is slow by definition as you're loading them in VRAM. Can't you load all tiles then just mod...
by Stef
Thu Jan 11, 2018 1:41 pm
Forum: SGDK
Topic: Do you need tutorials ?
Replies: 30
Views: 7406

Re: Do you need tutorials ?

Best way to learn SGDK is looking into the provided samples (in the sample folder).
The "sprite" sample is specially useful for sprite / background basic operations =)
by Stef
Thu Jan 11, 2018 1:32 pm
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 403

Re: Tile Map Code

VDP_drawImageEx is slow as it upload the tiles each time, you should probably use VDP_loadTileSet(..) first then use VDP_setMapEx(..). Normally you can find several examples about how to use these methods efficiently on the forum as we already discusses many time about it ;) Some examples : http://g...
by Stef
Wed Jan 10, 2018 9:10 am
Forum: SGDK
Topic: Can't Seem to Display Sprites to the Screen
Replies: 3
Views: 93

Re: Can't Seem to Display Sprites to the Screen

You need to initialize the sprite engine before using it : SPR_init(0,0,0); That will initialize it with default parameters, trying to use it without initialization may end to unpredictable result ! Then you have to remove the animation part of your sprite definition as you don't want to animate let...
by Stef
Wed Jan 10, 2018 9:05 am
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 403

Re: Tile Map Code

Definitely not easy to see where can be the problem from the code, it misses the variables declaration, we don't know how much you allocated for the string, we also don't know how much text you write to it. It can be the issue. Also strclr(..) is totally useless if you are just writing the string af...
by Stef
Tue Jan 09, 2018 9:42 am
Forum: SGDK
Topic: Can't Seem to Display Sprites to the Screen
Replies: 3
Views: 93

Re: Can't Seem to Display Sprites to the Screen

So you want to display the logo as several sprites (and not in the background) right ? First : you don't need to declare the palette separately, SPRITE resource already contains it ;) Secondly : you need to use the appropriate frame of your sprite, you don't need to manually deal with tile index. He...
by Stef
Mon Jan 08, 2018 9:19 am
Forum: Megadrive/Genesis
Topic: Developing a new engine
Replies: 6
Views: 340

Re: Developing a new engine

One reminder about the 32X - the 68K->SH2 DMA is flakey. You either need to not use it, or to add error checking and retries to the code. If you look at 32X games that use it, they transfe r the data in small chunks, checksum the data and check the checksum after the data is transferred, have timeo...