Search found 63 matches

by Grind
Sun Mar 03, 2019 4:34 pm
Forum: SGDK
Topic: Simple noob Pals/tiles question
Replies: 13
Views: 1419

Re: Simple noob Pals/tiles question

The last argument of TILE_ATTR_FULL is the tile index. That should be ind. You can replace TILE_USERINDEX with 1 if you don't care about those 15 boxes at the start of VRAM. // load bitmap data of block in VRAM and draw ind = TILE_USERINDEX; VDP_drawImageEx(PLAN_A, &block , TILE_ATTR_FULL(PAL0, 0, 0...
by Grind
Sun Mar 03, 2019 2:16 pm
Forum: SGDK
Topic: Simple noob Pals/tiles question
Replies: 13
Views: 1419

Re: Simple noob Pals/tiles question

The first palette has dark gray in color index 2 which the moon uses, the second palette has white in color index 2. So when you show the moon tiles with the second palette, it gets drawn with white at index 2 and black everywhere else. I'm not sure if I understand your question at the end. You can ...
by Grind
Mon Feb 25, 2019 1:12 am
Forum: SGDK
Topic: Simple noob Pals/tiles question
Replies: 13
Views: 1419

Re: Simple noob Pals/tiles question

SGDK loads solid blocks of each palette color into the first 16 tiles in VRAM by default. That's why TILE_USERINDEX is 16. You can ignore/overwrite them if you don't use them, though. And I think that 5th palette is just a Gens Kmod thing. For example if your game fades to black (all 4 palettes go b...
by Grind
Mon Oct 22, 2018 3:18 am
Forum: SGDK
Topic: Question about VDP_showFPS
Replies: 6
Views: 877

Re: Question about VDP_showFPS

TRUE and FALSE are an alias for 1 and 0 in SGDK (in types.h iirc) so they can work as an int of any size.
by Grind
Mon Sep 10, 2018 1:56 pm
Forum: SGDK
Topic: Basic syntax issue with VDP_drawImageEx();
Replies: 7
Views: 1136

Re: Basic syntax issue with VDP_drawImageEx();

There could be something about the previous line it doesn't like, but it looks fine to me. Is "ind" supposed to be the name of the variable here? That doesn't match the code snippet above.

My other guess is there is an extra "}" somewhere that didn't get commented with the rest of its block.
by Grind
Wed Mar 21, 2018 3:25 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 31934

Re: Unnamed "ninja" game (Dev Diary thread)

Are you using tile/line hoz scroll instead of plane scroll? Perhaps VDP_init() doesn't set the mode back to plane but didn't check myself. To expand on the debug assertion idea, GCC provides the macros __FILE__, __LINE__, and __FUNCTION__, which could be fed to an error handler if an assertion fails...
by Grind
Tue Mar 20, 2018 6:53 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 31934

Re: Unnamed "ninja" game (Dev Diary thread)

I've gotten burned by this one so many times. I think adding bounds checking for debug only would be very helpful to catch this stuff.

Good pull request idea maybe :P
by Grind
Fri Mar 16, 2018 3:53 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 290
Views: 31934

Re: Unnamed "ninja" game (Dev Diary thread)

Is the crash a hang, or is there some kind of error message (like address error)?

I know BlastEm has caught some of my hangs, like when my game tried to read cram in write mode. So give that a try if it is hanging.
by Grind
Fri Mar 16, 2018 2:10 pm
Forum: SGDK
Topic: Rescomp colour conversion
Replies: 3
Views: 812

Re: Rescomp colour conversion

Looks like it uses the standard. In tools/rescomp/src/tools.c: unsigned short toVDPColor(unsigned char b, unsigned char g, unsigned char r) { // genesis only define on 3 bits (but shifted to 1 left) r = (r >> 4) & 0xE; g = (g >> 4) & 0xE; b = (b >> 4) & 0xE; return (r << 0) | (g << 4) | (b << 8); }
by Grind
Thu Mar 08, 2018 4:14 am
Forum: SGDK
Topic: Transparent WINDOW
Replies: 5
Views: 1027

Re: Transparent WINDOW

Window replaces Plane A, so they cannot be drawn over the same area at the same time. It is a limitation of the VDP. I believe sonic uses sprites for the HUD.
by Grind
Sat Sep 16, 2017 5:34 pm
Forum: SGDK
Topic: SGDK and Visual Studio Code template
Replies: 13
Views: 2656

Re: SGDK and Visual Studio Code template

Notice how it shows E:SGDK/MD.ld. I'm guessing your GDK environment variable is E:\SGDK, but needs to be E:/SGDK. Some of these programs think a backslash is an escape character instead of a path separator.
by Grind
Wed Sep 13, 2017 7:29 pm
Forum: SGDK
Topic: Slow XGA playback on PAL
Replies: 6
Views: 1057

Re: Slow XGA playback on PAL

Z80_loadDriver() sets the tempo lower on PAL

Code: Select all

            // define default tempo
            if (IS_PALSYSTEM) SND_setMusicTempo_XGM(50);
            else SND_setMusicTempo_XGM(60);
by Grind
Fri Sep 08, 2017 1:13 pm
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 9
Views: 1812

Re: How use PLAN_WINDOW for sgdk

That happened because SGDK uses 0xB800 and 0xBC00 for the sprite list and horizontal scroll table by default, clobbering the bottom half of the PLAN_WINDOW. If you are only using 64x32 plane size instead of 64x64 setting the window plane to 0xD000 should be fine. If you are using the default 64x64 s...
by Grind
Wed Sep 06, 2017 8:11 pm
Forum: SGDK
Topic: Slow XGA playback on PAL
Replies: 6
Views: 1057

Re: Slow XGA playback on PAL

Try this:

XGM_setMusicTempo(60);

To test you can modify your header temporarily to just have "E" in region, then emulators should run it at 50hz.
by Grind
Fri Sep 01, 2017 2:17 pm
Forum: SGDK
Topic: Rescomp in CodeBlocks
Replies: 2
Views: 649

Re: Rescomp in CodeBlocks

It creates a tileset and tilemap, and in your case looks like it compresses both.