Search found 2565 matches

by Stef
Thu Jun 22, 2017 10:17 pm
Forum: SGDK
Topic: SPRITES
Replies: 11
Views: 148

Re: SPRITES

I would have said that with the previous GCC version but with the last one, the performance start to be really interesting so i think you can even do complex game logic as soon the code and algorithm are good :)
by Stef
Thu Jun 22, 2017 6:17 pm
Forum: SGDK
Topic: SPRITES
Replies: 11
Views: 148

Re: SPRITES

Hehe, yeah the .res file is used to declare any external resource ;) And the demo games examples from djcc are really impressive for 100% C code, of course he's a good coder and he cleverly designed the code, still it show it's possible to do full and good games with 100% C code :) About 3D, well SG...
by Stef
Thu Jun 22, 2017 11:30 am
Forum: SGDK
Topic: SPRITES
Replies: 11
Views: 148

Re: SPRITES

Hi Staffan, Thanks for the nice words about SGDK :) Of course you can use bmp or png to load up your sprite image :) As tutorials are quite outdated i definitely recommend you to look over the included 'sprite' sample which is a very simple example about how to deal with that. Basically you should h...
by Stef
Thu Jun 22, 2017 9:47 am
Forum: SGDK
Topic: VDP_fadeIn question.
Replies: 9
Views: 144

Re: VDP_fadeIn question.

Oh indeed, you're doing something insane here for sure ^^
also calling VDP_fadeIn() directly from the JOY callback is not a very good idea, at least call it with async parameter set to TRUE in this case ;)
by Stef
Wed Jun 21, 2017 3:29 pm
Forum: SGDK
Topic: VDP_fadeIn question.
Replies: 9
Views: 144

Re: VDP_fadeIn question.

Corrupted file ? I can't unpack the rar file..
by Stef
Wed Jun 21, 2017 1:49 pm
Forum: SGDK
Topic: VDP_fadeIn question.
Replies: 9
Views: 144

Re: VDP_fadeIn question.

Can we see your code ? can you try to isolate part of your code to see if it reproduces always ?
by Stef
Tue Jun 20, 2017 8:32 am
Forum: SGDK
Topic: Compression and SGDK
Replies: 8
Views: 123

Re: Compression and SGDK

What you can do eventually is to recompile the library in debug (debug target in makefile) so it will generate logs in the Gens KMog output window, that may help to understand why you compressed data fail to unpack.
by Stef
Mon Jun 19, 2017 4:21 pm
Forum: SGDK
Topic: SGDK and Visual Studio Code template
Replies: 6
Views: 547

Re: SGDK and Visual Studio Code template

If you take the whole archive from here :
https://github.com/Stephane-D/SGDK/rele ... sgdk130.7z

Anyway the .h is not important by itself as objects exists anyway ;)

@elafas> Great VS template thanks ! i'm not using it myself but i'm sure a lot of people does !
by Stef
Mon Jun 19, 2017 4:19 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 747
Views: 237137

Re: Sega Genesis Dev Kit (SGDK)

@Gligli> Thanks to you for compiling the whole stuff and setup it in a way i could easily include it in SGDK :) About GDB, good to have this information ! I think Code::blocks is the responsible of all my troubles with it. I will do some tests outside Code::blocks to see how it behaves :) @cero> nop...
by Stef
Mon Jun 19, 2017 1:32 pm
Forum: SGDK
Topic: SGDK and Visual Studio Code template
Replies: 6
Views: 547

Re: SGDK and Visual Studio Code template

I fixed the SGDK 1.30 archive as it was missing ;) Still you can just rebuild the library itself to re generate it (using makelib.gen makefile)
by Stef
Mon Jun 19, 2017 11:24 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 747
Views: 237137

Re: Sega Genesis Dev Kit (SGDK)

Exactly, i just fixed the archive !
by Stef
Sun Jun 18, 2017 11:19 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 747
Views: 237137

Re: Sega Genesis Dev Kit (SGDK)

Updated to SGDK 1.30 ! This new version feature the new GCC 6.3 (thanks to Gligli for doing all the hard work !) providing better code generation and so better performance for your C code :) It also add some tweaks and sprite (Y) sorting to the sprite engine :) Have fun ! Download link : https://www...
by Stef
Sun Jun 18, 2017 8:30 pm
Forum: SGDK
Topic: Change only tile palette
Replies: 4
Views: 69

Re: Change only tile palette

But VDP_setTileMapXY(..) itself is really slow, it's better to prepare the whole tilemap in RAM (and a region of the map) and update it in one shot with VDP_setTileMapDataEx(..) or VDP_VDP_setTileMapDataRectEx(..)
by Stef
Sun Jun 18, 2017 8:23 pm
Forum: SGDK
Topic: Compression and SGDK
Replies: 8
Views: 123

Re: Compression and SGDK

It' weird that it require lz4w.jar file to be located somewhere else, normally rescomp is always called from its 'bin' folder (if you are using the SGDK makefile) and so it tries to call lz4w.jar from the same folder. About the code you're using, you have to pass the tileset pointer to unpackTileset...
by Stef
Sat Jun 17, 2017 10:09 pm
Forum: SGDK
Topic: Compression and SGDK
Replies: 8
Views: 123

Re: Compression and SGDK

As cero said fast compression (LZ4W) need java as the compressor is wrote in java.
For APLIB compression, if unpacking fails there is great luck there is not enough memory available to unpack the tileset. Are you trying to load a huge tileset ??

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