Search found 2721 matches

by Stef
Sun May 20, 2018 9:58 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 764
Views: 264786

Re: Sega Genesis Dev Kit (SGDK)

Thanks for your kind words about SGDK :) Don't hesitate to post about your personal dev news here !
by Stef
Fri May 18, 2018 9:05 pm
Forum: SGDK
Topic: Animation Sample
Replies: 9
Views: 485

Re: Animation Sample

You can also define manually the SpriteDefinition structure so you can customize it but honestly that will be a real pain as you need to fill many information (still doable) ;)
by Stef
Fri May 18, 2018 4:13 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 134
Views: 5950

Re: Unnamed "ninja" game (Dev Diary thread)

Great mix256, that looks really great and promising ! I hope you will be able to provide a demo soon :D
by Stef
Fri May 18, 2018 3:12 pm
Forum: SGDK
Topic: Animation Sample
Replies: 9
Views: 485

Re: Animation Sample

Although the internal SpriteDefinition structure somehow allow to do it, the rescomp tool is currently quite limited when it comes to Sprite resource compilation so for now it's not possible to do it. You can do the ping-pong animation but just duplicating the animation frame in reverse order, i thi...
by Stef
Fri May 18, 2018 3:09 pm
Forum: SGDK
Topic: why does not load large image after sprites initialization?
Replies: 6
Views: 219

Re: why does not load large image after sprites initialization?

I think you should investigate about VRAM usage looking into Kmod or other emulators providing VRAM view, difficult to say what is happening exactly here...
by Stef
Thu May 17, 2018 12:27 pm
Forum: SGDK
Topic: Pathfiding grid 16x16
Replies: 6
Views: 104

Re: Pathfiding grid 16x16

Also doing path finding is something you can break up on several frames, depending your game it may be ok if you update it each second (so that let you 60 frames to compute it).
by Stef
Wed May 16, 2018 10:01 am
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 734

Re: Game loops and Vertical Blank interupts

Which fields/flags you think worth of preserving? At this precise point condition codes (Z,X,...) are not useful at all and all the other ones I set them as I want to be. Well, just for security i would always prefer to just modify interrupt mask level part of register but indeed using 0x2300 shoul...
by Stef
Tue May 15, 2018 2:27 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 734

Re: Game loops and Vertical Blank interupts

You made it in a brutal way (moving 0x23 directly to SR) but yeah that was the idea ;)
Also you can test gameState after the DMA processing (as it should never be set before).
by Stef
Tue May 15, 2018 8:47 am
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 734

Re: Game loops and Vertical Blank interupts

Ah yeah indeed you should keep track you are inside the vint handler to avoid recursion if your vint code take more than one frame...
by Stef
Mon May 14, 2018 10:09 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 734

Re: Game loops and Vertical Blank interupts

Yeah i understand but just lowering interrupt mask level in SR register right after doDMAstuff and before jumping to gameloop should be enough to produce the same result, you can read/write SR register... or i'm missing something ?
by Stef
Mon May 14, 2018 10:07 pm
Forum: SGDK
Topic: why does not load large image after sprites initialization?
Replies: 6
Views: 219

Re: why does not load large image after sprites initialization?

SPR_end() just after SPR_init() ?? you mean when you don't need it sprite engine anymore ? Calling SPP_end() means you close the sprite engine... if you just want to reset it you can replace SPR_end() / SPR_init(..) by SPR_reset() / SPR_clear() sequence which is faster :) Also you may try the new SP...
by Stef
Mon May 14, 2018 5:13 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 27
Views: 734

Re: Game loops and Vertical Blank interupts

Why you just don't change interrupt mask level directly in SR register before jumping to gameloop ?
by Stef
Mon May 14, 2018 4:45 pm
Forum: SGDK
Topic: SPR_setVisibility issue
Replies: 16
Views: 396

Re: SPR_setVisibility issue

Cool, thanks for your return :) I'm impatient to see your futur works :)
by Stef
Mon May 14, 2018 10:50 am
Forum: SGDK
Topic: SPR_setVisibility issue
Replies: 16
Views: 396

Re: SPR_setVisibility issue

Good :)
Also can you report me if you see any performance difference or not ? honestly i don't think you can see the difference but i prefer to be sure ;)
by Stef
Mon May 14, 2018 10:07 am
Forum: SGDK
Topic: SPR_setVisibility issue
Replies: 16
Views: 396

Re: SPR_setVisibility issue

Ok, i found the problem ! It was only the last hardware sprite attribute which wasn't correctly updated in some particular case. You can get the last sprite_eng.c, should fix your issue. Needed changes may have impacted a bit the performance, i hope it's not hurting too much on that side.