Search found 2630 matches

by Stef
Fri Dec 08, 2017 9:32 am
Forum: Video Display Processor
Topic: Horizontal Scroll Mode question
Replies: 3
Views: 93

Re: Horizontal Scroll Mode question

If you are transferring more than 7 KB per frame then definitely that is a problem as your DMA would extend in active period and make the whole thing slow down a lot (as transfer are much slower in active period). What you can do is to extend the blank area, for instance you blank 16 lines at top an...
by Stef
Thu Dec 07, 2017 7:38 pm
Forum: Video Display Processor
Topic: Horizontal Scroll Mode question
Replies: 3
Views: 93

Re: Horizontal Scroll Mode question

Do you use DMA to transfer the scroll table ? Also you should do it in VBlank for faster transfer. But yeah you can't set different scrolling mode on plan, they both share the same scrolling mode. You can also use the h-interrupt to change horizontal scroll on specific line, but given the number of ...
by Stef
Wed Nov 29, 2017 9:36 am
Forum: SGDK
Topic: Line scrolling
Replies: 9
Views: 879

Re: Line scrolling

You need to define the scroll mode to vertical tile first.
by Stef
Fri Nov 17, 2017 10:42 am
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

myself i always use while(i--) statement instead of for loop so GCC correctly optimize it in dbra :) Hm. We have a regression to report in GCC 7.2 then (the browncc and brownc++ are GCC and G++): 6.x uses dbra. Too bad :-( It's why i have carefully to test any GCC version before switching to it in ...
by Stef
Thu Nov 16, 2017 9:56 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

... Things like the while (i--), or that gcc 7 with -Ofast will store longs when it can instead of bytes in a loop like this: for (x=0; x<w; x++) *dp++ = *sp++; where dp and sp are both uint8_t pointers. Does it ?? It works only if both pointer are aligned on word address (even address), otherwise ...
by Stef
Thu Nov 16, 2017 9:30 am
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

myself i always use while(i--) statement instead of for loop so GCC correctly optimize it in dbra :)
by Stef
Tue Nov 14, 2017 11:30 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

Of course GCC generated code is always correct ! And i second you, it's a good way to learn, just looking generated code... myself sometime when i need to write assembly code i start with generated code from GCC from my old C function then i manually tune it :) Almost time it's much faster than writ...
by Stef
Tue Nov 14, 2017 8:02 pm
Forum: Megadrive/Genesis
Topic: Sprite List Code Messed Up
Replies: 28
Views: 777

Re: Sprite List Code Messed Up

GCC >= 3.0 and < 6.0 were not good at generating m68k code, but things improved greatly since GCC 6.0 (the one SGDK is using), of course it won't replace hand made assembly but it allows decent performance with pure C code.
by Stef
Tue Nov 14, 2017 11:15 am
Forum: Demos
Topic: "The art of LeonBli", released at Alchimie 12, Tain l'Hermitage, France
Replies: 3
Views: 228

Re: "The art of LeonBli", released at Alchimie 12, Tain l'Hermitage, France

Very nice art carried by a very nice production.. great tribute =)
by Stef
Wed Oct 25, 2017 11:29 am
Forum: SGDK
Topic: XGM PCM
Replies: 2
Views: 150

Re: XGM PCM

Unfortunately right now PCM data are not shared so each XGM file embed its own PCM data bank. It's something i was thinking about day 0 but it makes the XGM resource generation process more complex and i didn't yet tackled it. As you can see it appears in my "issues" list so that is definitely somet...
by Stef
Tue Oct 24, 2017 8:18 am
Forum: Controls
Topic: XE-1AP
Replies: 3
Views: 417

Re: XE-1AP

Thanks for the detailed description of the IO protocol for this monster controller :)
What's surprise me the most is that this controller wasn't even made by Sega but is supported by a bunch of Sega games.
by Stef
Thu Oct 19, 2017 8:13 am
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 26
Views: 3299

Re: VN32X - A tool to make visual novels for the 32X

Honestly your tool is very nicely done and it looks quite interesting, too bad the target machine is the 32X, a system than almost nobody is interested for :-/
by Stef
Wed Oct 18, 2017 9:08 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 753
Views: 248219

Re: Sega Genesis Dev Kit (SGDK)

Updated SGDK to version 1.32 ! Check it out here : https://github.com/Stephane-D/SGDK Changelog SGDK 1.32 (October 2017) ------------------------ COMPILER * added VS project for easier compilation with Visual Studio (thanks to lab313) LIBRARY * TIMER: - fixed getSubTick() method (no more possible ro...
by Stef
Wed Oct 18, 2017 11:38 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 66
Views: 2844

Re: Algorithm for splitting sprites

Yeah i saw that, unfortunately the source code of the interesting tool is not provided :-(
by Stef
Sun Oct 15, 2017 9:23 pm
Forum: Demos
Topic: Adventure of Lolo
Replies: 14
Views: 693

Re: Adventure of Lolo

Very cute, i like it :) Keep up the nice work ;)