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If you are using SGDK sprite engine, also be sure to set the time parameter in the resource definition to 0 so you can manually control the animation for this sprite using SPR_nextFrame(..) or SPR_setFrame(..) methods.
Sometime you have to launch several time the compiler to get it to finally compile correctly your project. That error is discussed here : http://gendev.spritesmind.net/forum/viewtopic.php?f=19&t=2044 And probably in another topics as well... I believe we were finally able to fix it by using a co...
I think the YM2612 does not really need a dedicated section, even for the technical part. And the very nice resume you made is a proof of it ;) Maybe just having a topic which summarize acquired knowledge from the big topic is enough :) And i think we should have that kind of topic for each part of ...
I was using DevCPP a long time ago and from what i remember you should able to setup it easily to get it working with SGDK. If it accepts makefile by project then you're almost done :) You can have a look on the Code::Blocks setup, it should be quite similar : https://github.com/Stephane-D/SGDK/wiki...
- Thu Apr 20, 2017 9:29 am
- Forum: Video Display Processor
- Topic: Titan's Mega Drive tech docs including Debug Register
- Replies: 30
- Views: 1024
Thanks a tons for sharing your findings ! Guess i will have a very pleasant moment reading the document
- Wed Apr 19, 2017 11:27 am
- Forum: Collaboration
- Topic: My mate is producing a musicdisk
- Replies: 4
- Views: 190
I'm not a musician at all but i think we need detail about what you area really looking for. Which kind of music ? Megadrive music i guess ? in which format (VGM) ? How many tracks ?
- Tue Apr 18, 2017 9:08 am
- Forum: Megadrive/Genesis
- Topic: 68000 programming optimization tips? (for speed)
- Replies: 18
- Views: 461
2) Also the 68000 is horribly slow at memory accesses (both read and write), so reduce them where possible.. I really don't understand that assumption.. 68000 is not any slower than other CPU for memory access. It's just the memory clock is CPU clock / 4 (~1.9 Mhz on the MD), which make sense for a...
Speaking about SpritesMind, for me it's without any doubts the best place for all people interesting in Sega 16 bit systems development. There is no comparable place for that, it's a incredible and very valuable source of information that you cannot find elsewhere. Also it's kind of the official pla...