Search found 2757 matches

by Stef
Thu Jul 19, 2018 7:43 am
Forum: Demos
Topic: Mangangá
Replies: 7
Views: 358

Re: Mangangá

Look really nice and colorful (similar to C64 color style) :)
The BEX version was already quite advanced, why did you changed to SGDK ?
by Stef
Mon Jul 16, 2018 2:49 pm
Forum: Cartridge
Topic: Size limits
Replies: 11
Views: 169

Re: Size limits

Ok so it was indeed 6 bit :p
by Stef
Mon Jul 16, 2018 7:59 am
Forum: Cartridge
Topic: Size limits
Replies: 11
Views: 169

Re: Size limits

As far i remember the Sega mapper allow to remap bank of 512 KB with a register of 6 or 7 bit wide (it was in an official doc) so it means 64 or 128 banks of 512KB (so 32 MB or 64 MB at max).
by Stef
Sun Jul 15, 2018 9:13 pm
Forum: Demos
Topic: Mega Man X
Replies: 9
Views: 510

Re: Mega Man X

Wow ! didn't expected that :D It looks really good and even better than the original on some aspect (it feels more reactive / more dynamic). Also the graphics are very nice, very good arts conversion. I really hope you get it complete (just need a proper intro / menu screen and probably some other s...
by Stef
Fri Jul 13, 2018 9:49 am
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 26
Views: 7545

Re: Beehive - a Mega Drive tile and map editor

As you you have 8bpp or 4bpp indexed images (BMP or PNG) then rescomp (and so SGDK) should accept them.
Again, you can look at the "sprite" sample include in SGDK to see how to use these image resource easily :
https://github.com/Stephane-D/SGDK/tree ... ple/sprite
by Stef
Tue Jul 10, 2018 12:25 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 22
Views: 548

Re: dealing with matrices (arrays)

Oh yeah indeed this is the compression used for your images :) For sprite it's recommended to set to NONE (no compression) or FAST (fast compression) if you plan to use dynamic VRAM upload (mean it will unpack and upload tiles on the fly), for static VRAM allocation you can use BEST compression as i...
by Stef
Mon Jul 09, 2018 9:50 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 22
Views: 548

Re: dealing with matrices (arrays)

Oh 16 sprites, indeed you were probably quickly reaching the limit then ;) Glad you fixed it =)
by Stef
Sat Jul 07, 2018 1:47 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 22
Views: 548

Re: dealing with matrices (arrays)

Well done ! To delete / remove a sprite you need to use SPR_releaseSprite(..) method :) Here you were just hiding it, it was always allocated internally (still that doesn't really explain the crash).
by Stef
Wed Jul 04, 2018 4:34 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 22
Views: 548

Re: dealing with matrices (arrays)

I meant a beginning with SGDK ;)
SGDK provides already many useful methods and tools, the key is to know how to use them efficiently, it's also why i told you to look over the sprite example as mimicking what you used to do in BEX is far from being optimal when you use SGDK.
by Stef
Wed Jul 04, 2018 2:50 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 22
Views: 548

Re: dealing with matrices (arrays)

That looks already quite nice for a beginning :)
Don't hesitate to use the "sprite" sample provided in SGDK, it really helps understanding all basic methods =)
by Stef
Wed Jul 04, 2018 12:27 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 22
Views: 548

Re: dealing with matrices (arrays)

Outch ! Oh well you definitely need to understand how variable and scope work in C ;) Here you are declaring some local variables and you try to use them globally, so the first thing to do is to put them global at least. Here's a modified / fixed version of the code, still that is not the best appro...
by Stef
Tue Jul 03, 2018 12:21 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 22
Views: 548

Re: dealing with matrices (arrays)

You have "rescomp" which is an embedded resource compiler for SGDK. You can look into the included "sprite" sample to see how resource are declared (.res file). Basically you can use a big PNG image file (in 4bpp ideally but 8bpp is also supported) then rescomp will convert it to "Image" structure w...
by Stef
Mon Jul 02, 2018 8:24 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 22
Views: 548

Re: dealing with matrices (arrays)

You should really get a bit more familiar with C before trying to develop with SGDK. Handling a new programming language and a new platform is imo too much to tackle at once ! Of course you can do what you're talking about in C : https://www.tutorialspoint.com/cprogramming/c_arrays.htm But that is a...
by Stef
Thu Jun 21, 2018 8:35 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 175
Views: 9791

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

In fact the sort method play a lot with the sprite linked list so i think the issue comes form using the SPR_setDepth(..) method but i couldn't see anything wrong with it for now :-/
by Stef
Wed Jun 20, 2018 2:52 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 175
Views: 9791

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

Hmm i looked into the code and couldn't find anything problematic :? I added some security here and there but it shouldn't change anything in the end :-/