Search found 2872 matches

by Stef
Sat Feb 16, 2019 10:57 am
Forum: Demos
Topic: Cpu speed test rom (md+scd)
Replies: 2
Views: 52

Re: Cpu speed test rom (md+scd)

That's nice how do you measure that ? executing long loop then calculating elapsed time ?
by Stef
Sat Feb 16, 2019 10:54 am
Forum: SGDK
Topic: VDP_loadTileSet, problems in console.
Replies: 2
Views: 63

Re: VDP_loadTileSet, problems in console.

If that is not already the case, it's important to not forget to protect any VDP access from interruption, for that you can use the SYS_disableInts() / SYS_enableInts() methods.
by Stef
Thu Feb 14, 2019 7:07 am
Forum: SGDK
Topic: Issues with sprites...
Replies: 5
Views: 1142

Re: Issues with sprites...

Forget that old tutorial, just look into the 'sprite' sample in SGDK, it up to date and easier to deal with :)
by Stef
Tue Feb 12, 2019 9:19 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 208

Re: Sprite size limitations

You should put plan B in high priority to display text above plan A that you need in low priority.
By default display order is :
- background color
- plan B
- plan A
- sprites
by Stef
Tue Feb 12, 2019 4:40 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 208

Re: Sprite size limitations

The priority flag in the TILE_ATTR(..) macro you can use with the 'basetile' parameter of VDP_setMapEx(..) or VDP_drawImageEx(..) so you can change priority of the plan (on a tile basis) to HIGH or LOW.
by Stef
Tue Feb 12, 2019 3:15 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 208

Re: Sprite size limitations

Of course it has, color 0 always let background color to appear. But you need to have plan B behind plan A i guess for what you want ?
by Stef
Tue Feb 12, 2019 9:27 am
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 208

Re: Sprite size limitations

In fact you just allocate more VRAM for the sprite engine (640 tiles on the ~1400 tiles available), also allocating more RAM to unpack the sprite data (consume more RAM but definitely not a issue on MD as you have plenty of RAM). Having more VRAM allocated for sprites means less VRAM available for t...
by Stef
Mon Feb 11, 2019 8:24 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 208

Re: Sprite size limitations

I edited my message :)
by Stef
Mon Feb 11, 2019 7:34 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 208

Re: Sprite size limitations

So you only have the character missing ? what is weird is that it's completely missing, shouldn't be the case... Normally you should have 12+12 (logo) + 16 used sprites (character), here we can see you only have 24 used sprites (logo only) so there is definitely something wrong. Edit: Oh i see you a...
by Stef
Mon Feb 11, 2019 3:33 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 208

Re: Sprite size limitations

Megadrive doesn't support having more than 320 pixels of sprite on a same scanline, if your title and your character overlap then sprites may be clipped as you reach the pixel limit (232 pixels wide for the title and 120 pixels wide for the character). Also the sprite engine also has some limit abou...
by Stef
Mon Feb 11, 2019 8:55 am
Forum: SGDK
Topic: SGDK CodeBlocks Setup issues
Replies: 13
Views: 1806

Re: SGDK CodeBlocks Setup issues

No worries ! Glad you were able to fix it :)
Hope you will have fun coding on your Megadrive ;)
by Stef
Sun Feb 10, 2019 8:34 pm
Forum: SGDK
Topic: SGDK CodeBlocks Setup issues
Replies: 13
Views: 1806

Re: SGDK CodeBlocks Setup issues

Oh indeed you should never return from your code, i though the tutorial specifically mentionned that :)
by Stef
Sat Feb 09, 2019 10:04 am
Forum: SGDK
Topic: SGDK CodeBlocks Setup issues
Replies: 13
Views: 1806

Re: SGDK CodeBlocks Setup issues

Your log look correct but you may have another GCC installation probably conflicting with the SGDK' one.. and the wrong GCC may be used instead. Can you post the full rebuild log (as here it seems you built was already done so we can see only the linking part), then eventually having the generated R...
by Stef
Fri Feb 08, 2019 3:47 pm
Forum: SGDK
Topic: SGDK CodeBlocks Setup issues
Replies: 13
Views: 1806

Re: SGDK CodeBlocks Setup issues

Can you post the log of the compilation process from the C::B output ?
by Stef
Mon Feb 04, 2019 9:33 pm
Forum: SGDK
Topic: Slowdown and crash
Replies: 6
Views: 158

Re: Slowdown and crash

I should have seen it before.. you are using compressed sprites (with BEST compression which is very slow). Sprite engine will unpack and upload them on live so you'd better use FAST or NONE ;-) FAST compression has been developed for sprites :)