Search found 59 matches

by Grind
Mon Sep 10, 2018 1:56 pm
Forum: SGDK
Topic: Basic syntax issue with VDP_drawImageEx();
Replies: 7
Views: 170

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: 234
Views: 15038

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: 234
Views: 15038

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: 234
Views: 15038

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: 387

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: 534

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: 2033

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: 770

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: 994

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: 770

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: 487

Re: Rescomp in CodeBlocks

It creates a tileset and tilemap, and in your case looks like it compresses both.
by Grind
Wed Aug 23, 2017 5:12 pm
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 101
Views: 34985

Re: Update your Genesis/32X Toolchain!

Here's what I do. Make a global byte somewhere in the assembly where you declare your variables (pasting this before ".section.keepboot" in sega.s will work). .section .data .globl vblank vblank: ds.b 1 Point the VInt vector to this. All it does is clear the byte. VerticalInt: clr.b (vblank) rte The...
by Grind
Mon Aug 21, 2017 2:56 pm
Forum: Super 32X
Topic: GCC 7
Replies: 3
Views: 671

Re: GCC 7

Well apparently, --disable-multilib was what I was missing. Thanks for the link, forgot Saturn had one of those things too.
by Grind
Mon Aug 21, 2017 11:48 am
Forum: Super 32X
Topic: GCC 7
Replies: 3
Views: 671

GCC 7

I'm having some issues getting any GCC newer than 4.x to build libgcc for SH. Gendev also had this issue if you tried to use a newer GCC than it used (4.8.6 I think) back when it supported 32X. The error: /home/grind/marsdev/toolchain/gcc-7.2.0/build/./gcc/xgcc -B/home/grind/marsdev/toolchain/gcc-7....
by Grind
Tue Aug 15, 2017 3:47 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 765
Views: 282853

Re: Sega Genesis Dev Kit (SGDK)

Overwrite your old sega.s with the new one in 1.2+