Search found 2892 matches

by Stef
Fri Mar 22, 2019 10:11 am
Forum: Demos
Topic: Project Genesis: A New Action-Adventure Platformer
Replies: 4
Views: 263

Re: Project Genesis: A New Action-Adventure Platformer

Wow, awesome improvements ! The game already look really polished and almost complete. Art and animation are really good, the moveset seems quite complete already and you implemented complex stuff as slope BG collision. What tools did you used for the development ? the progresses are really impressi...
by Stef
Fri Mar 22, 2019 10:02 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 773
Views: 327841

Re: Sega Genesis Dev Kit (SGDK)

fix16 could be enough if you enable your sprite position only when you want to display, but for convenience sometime you need to retain the sprite position even when it's off screen (not too far but still off screen) in which case fix16 can be limiting (fix16 range is limited to -[512.0 to to 511.0]...
by Stef
Tue Mar 19, 2019 8:35 am
Forum: Demos
Topic: Cpu speed test rom (md+scd)
Replies: 17
Views: 643

Re: Cpu speed test rom (md+scd)

Would be nice to have a version showing speed from different area :
ROM / RAM / comm registers... :)
by Stef
Mon Mar 18, 2019 9:02 am
Forum: SGDK
Topic: SGDK and MD details, limitations...
Replies: 11
Views: 292

Re: SGDK and MD details, limitations...

@Miquel > You can probably setup VS to use external compiler (and debugger, or just it could support GDB debugging).
by Stef
Sat Mar 16, 2019 8:32 am
Forum: SGDK
Topic: SGDK and MD details, limitations...
Replies: 11
Views: 292

Re: SGDK and MD details, limitations...

Still working on the rescomp rewrite, i can't give any date sorry :-/ Some days i can make nice progresses then i'm interrupted for 2 weeks.. I hope to be able to deliver it before summer. Still if you need some fixes included in the new version, you can fetch changes rom github repository, it inclu...
by Stef
Fri Mar 15, 2019 5:47 pm
Forum: SGDK
Topic: SGDK and MD details, limitations...
Replies: 11
Views: 292

Re: SGDK and MD details, limitations...

Hey :) Did the guy in the video managed to have VStudio debugging working with SGDK ?? that would be really handy ! 1) MD has 64KB of memory, so about 65000 s8 variables, but SGDK consumes a bit of it (probably about 3000 bytes) 2) signed character ? well we use s8 to store a single character as it'...
by Stef
Fri Mar 15, 2019 5:39 pm
Forum: SGDK
Topic: SPR_setDepth not working?
Replies: 3
Views: 133

Re: SPR_setDepth not working?

You can actually put 2 objects on same depth but so the order of display between the 2 is undefined, this is expected. Here you just need to put player sprite between barrel and bridge, you don't have other way of doing that. You have to define how many different depth levels you need then adjust de...
by Stef
Thu Mar 14, 2019 1:54 pm
Forum: SGDK
Topic: SPR_setDepth not working?
Replies: 3
Views: 133

Re: SPR_setDepth not working?

What is the depth of Goofy ? If Goofy is also set at MIN_DEPTH then order between the two is undetermined.

Your game looks really nice by the way :)
by Stef
Fri Mar 08, 2019 10:40 pm
Forum: SGDK
Topic: Palette corruption help
Replies: 2
Views: 131

Re: Palette corruption help

VDP_drawImageEx(PLAN_A, &BG_image, TILE_ATTR_FULL(PAL2, FALSE, FALSE, FALSE, ind), 0, 0, TRUE, TRUE); VDP_drawImageEx(PLAN_B, &FG_image, TILE_ATTR_FULL(PAL1, FALSE, FALSE, FALSE, ind), 0, 0, TRUE, TRUE); You're putting your tiles for both plan / image on same location in VRAM (from ind variable), i...
by Stef
Thu Mar 07, 2019 10:30 am
Forum: SGDK
Topic: RESCOMP and individual nametable entries?
Replies: 10
Views: 583

Re: RESCOMP and individual nametable entries?

The VDP_setMap(..) VDP_setMapEx(..) method does use a "basetile" argument, still the map data can "override" it (and internally the VDP_setMapEx(..) method uses VDP_setTileMapDataRectEx(..) :wink: )
by Stef
Wed Mar 06, 2019 11:06 am
Forum: SGDK
Topic: RESCOMP and individual nametable entries?
Replies: 10
Views: 583

Re: RESCOMP and individual nametable entries?

This trash the priority flag because your image (and so its tilemap) is stored in ROM. So when you're doing that : u16 *aplan_tilemap = bga_image.map->tilemap; u16 *shadowmap_tilemap = bga_priority_image.map->tilemap; .... *aplan_tilemap &= TILE_ATTR_PRIORITY_MASK; .... } you're trying to write to R...
by Stef
Thu Feb 28, 2019 12:08 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 773
Views: 327841

Re: Sega Genesis Dev Kit (SGDK)

Nope, i think it's the first time somebody ask for it ^^
Could be added but you will definitely be faster do it yourself for now ;)
by Stef
Wed Feb 27, 2019 9:14 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 256
Views: 27642

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

Congratulations !!
Can we know how many carts did you ordered to the manufacturer and if you plan to do several batch ?
I'm sure that with good communication you can sell easily more than 200 copies =)
by Stef
Thu Feb 21, 2019 8:46 am
Forum: SGDK
Topic: General questions
Replies: 9
Views: 872

Re: General questions

Oh yeah, that is my mistake so, in french we call that "plan" indeed and i put that constant names in SGDK instead of "plane" :lol:
by Stef
Tue Feb 19, 2019 9:01 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 41
Views: 3567

Re: dealing with matrices (arrays)

Why just not doing this ? static void joyEvent(u16 joy, u16 changed, u16 state) { if (joy == JOY_1) joy1Event(changed, state); else if (joy == JOY_2) joy2Event(changed, state); } static void joy1Event(u16 changed, u16 state) { // player 1 stuff ... } static void joy2Event(u16 changed, u16 state) { /...