Search found 2594 matches

by Stef
Fri Aug 18, 2017 11:28 am
Forum: SGDK
Topic: ROM padding question
Replies: 16
Views: 173

Re: ROM padding question

ROM padding is here for some reason though, unpadded ROM won't work on some flash cart.
by Stef
Thu Aug 17, 2017 8:26 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 752
Views: 240707

Re: Sega Genesis Dev Kit (SGDK)

I don't have this warning, did you tried to use sprintf method ?
but i already experienced some issues with this method, i know it's a bit buggy indeed.
by Stef
Thu Aug 17, 2017 10:12 am
Forum: SGDK
Topic: ROM padding question
Replies: 16
Views: 173

Re: ROM padding question

Whatever free hexa editor should do the job, myself i'm using FrHed :)
by Stef
Thu Aug 17, 2017 9:38 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 19
Views: 323

Re: Algorithm for splitting sprites

One thing I often see people forget about when discussing optimization is the goal of said optimization. For the MD, there are several potential goals which are often at odds with one another: minimal amount of tiles minimal number of sprites minimal amount of sprites per scanline minimal amount of...
by Stef
Thu Aug 17, 2017 9:24 am
Forum: SGDK
Topic: ROM padding question
Replies: 16
Views: 173

Re: ROM padding question

Using an hexa editor to see how much 0 filled space you have at the end ? :p
by Stef
Wed Aug 16, 2017 9:42 am
Forum: Video Display Processor
Topic: International Superstar Soccer Deluxe palette issue?
Replies: 4
Views: 122

Re: International Superstar Soccer Deluxe palette issue?

highlight / shadow emulation issue ?
by Stef
Fri Aug 11, 2017 9:11 am
Forum: SGDK
Topic: Tiles
Replies: 10
Views: 327

Re: Tiles

About looking what map tile is behind your sprite, you should do it from your map data. As you know the sprite position in the level so you should be able to find which background tile is behind the sprite just by using its coordinates / 8 or something like that ;) Also about animating background, i...
by Stef
Sat Aug 05, 2017 2:14 pm
Forum: SGDK
Topic: Documentation
Replies: 4
Views: 367

Re: Documentation

You should download the "release" archive, not the auto build archive from the github repository :
https://github.com/Stephane-D/SGDK/releases
by Stef
Fri Jul 21, 2017 8:15 am
Forum: Megadrive/Genesis
Topic: Need Help With xgmplayer
Replies: 20
Views: 648

Re: Need Help With xgmplayer

I made XGM driver to be SGDK ready, i already did a BEX wrapper in assembly which can be used for assembly project as well, and i guess Sik already spent a lot of time in rewriting the ASM wrapper for you. The thing is that debugging Z80 code (or at least trying to understand why the XGM driver does...
by Stef
Tue Jul 18, 2017 2:23 pm
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 5
Views: 140

Re: How use PLAN_WINDOW for sgdk

PLAN_A and WINDOW are the same plan. See the window as a "fixed part" of the plan A with its own tilemap.
If you were expecting a third window plan, sorry but it is not the case :-/
by Stef
Tue Jul 18, 2017 8:15 am
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 5
Views: 140

Re: How use PLAN_WINDOW for sgdk

Indeed, you need to setup it first using these methods :

Code: Select all

void VDP_setWindowHPos(u16 right, u16 pos);
void VDP_setWindowVPos(u16 down, u16 pos);
Also you need to be sure to allocate enough VRAM for the window tilemap (you can relocate tilemap).
by Stef
Sun Jul 16, 2017 9:47 pm
Forum: Demos
Topic: Papi Commando RELOAD !! *SgdK* - Megadrive
Replies: 26
Views: 707

Re: Papi Commando RELOAD !! *SgdK* - Megadrive

Very well done Vetea !! Really good balance and feeling now ! it's almost done, just need more levels.
What about adding kind of scoring with combo system (when you kill several bad guys in a limited amount of time) ? :p
by Stef
Fri Jul 14, 2017 1:31 pm
Forum: SGDK
Topic: What I got so far, and HELP! :)
Replies: 12
Views: 382

Re: What I got so far, and HELP! :)

I think you update the vscroll too soon, just do it right after waitVSync() so it will happen during vblank, at same time the sprites will be sent to the VDP... It's important sprites coordinates are in sync with your vscroll value. Also you are doing some sprite updates / vscroll change directly in...
by Stef
Thu Jul 13, 2017 8:28 am
Forum: SGDK
Topic: What I got so far, and HELP! :)
Replies: 12
Views: 382

Re: What I got so far, and HELP! :)

Oh yeah sorry for not having bring more details about it, in fact lately i think i have received about 4 times this question about how implement correct scrolling for long map (and so had replied it 4 times :p). I definitely need to do a proper example with the 'sprite' sample embedded in SGDK for t...
by Stef
Wed Jul 12, 2017 11:58 am
Forum: SGDK
Topic: SHMUP scrolling game
Replies: 12
Views: 342

Re: SHMUP scrolling game

Well done, that's the good way to do that :)