Search found 69 matches
- Mon Aug 17, 2020 11:46 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1185618
Re: Sega Genesis Dev Kit (SGDK)
If the lower left corner of Audacity is the frequency. Click on it and type 14000. It will export as that frequency. I save it as 16-bit because there is no 8 bit option.
- Mon Mar 16, 2020 7:01 pm
- Forum: SGDK
- Topic: (my) Problems with VDP_setMapEx()
- Replies: 2
- Views: 3943
Re: Problems with VDP_setMapEx()
It looks like the blue (color index 4 or 13?) is getting drawn instead of the color index 0 (fuchsia in the image). You can see that behind the tower some part of it is transparent. So I think "mapTorre1" has something going on where the unused tiles are not pointing to tile index 0 (which is full t...
- Fri Mar 13, 2020 6:39 pm
- Forum: SGDK
- Topic: The small-questions-not-worth-dedicated-topics topic
- Replies: 5
- Views: 6227
Re: The small-questions-not-worth-dedicated-topics topic
You said "platforms" so I'm going to assume you are making a platformer :P It doesn't matter too much how you organize it, and most stuff can just stay in ROM without consuming any memory. Games like this (well, even top down RPGs too) organize maps like: Tile set - The list of available tile graphi...
- Wed Feb 19, 2020 4:13 am
- Forum: SGDK
- Topic: Gendev getting started help
- Replies: 1
- Views: 5082
Re: Gendev getting started help
There is a link named releases near the top of the page.
- Thu Jan 16, 2020 1:23 am
- Forum: SGDK
- Topic: Horizontal Scroll not showing all background image
- Replies: 20
- Views: 21660
Re: Horizontal Scroll not showing all background image
Offset 0 is always going to be the leftmost pixel/tile of the screen. Have to move it back and wrap it. VDP_setMapEx(PLAN_B, bgd_image.map, TILE_ATTR_FULL(PAL2, FALSE, FALSE, FALSE, TILE_USERINDEX),offsetTILES, 0, (offsetTILES-1) % 128 , 0, 1, 28); Try that? That -1 could be anything else depending ...
- Fri Sep 13, 2019 2:54 pm
- Forum: SGDK
- Topic: Scrolling only one row.
- Replies: 5
- Views: 6381
Re: Scrolling only one row.
It wants an array of values to set the scroll lines to rather than a single value. If you are only scrolling one line the array only needs to have one element. s16 val[1] = { 8 }; VDP_setHorizontalScrollTile (PLAN_A, 0, val, 1, FALSE); The 4th argument is the length of the array so you could do the ...
- Sun Mar 03, 2019 4:34 pm
- Forum: SGDK
- Topic: Simple noob Pals/tiles question
- Replies: 13
- Views: 10974
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...
- Sun Mar 03, 2019 2:16 pm
- Forum: SGDK
- Topic: Simple noob Pals/tiles question
- Replies: 13
- Views: 10974
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 ...
- Mon Feb 25, 2019 1:12 am
- Forum: SGDK
- Topic: Simple noob Pals/tiles question
- Replies: 13
- Views: 10974
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...
- Mon Oct 22, 2018 3:18 am
- Forum: SGDK
- Topic: Question about VDP_showFPS
- Replies: 6
- Views: 5319
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.
- Mon Sep 10, 2018 1:56 pm
- Forum: SGDK
- Topic: Basic syntax issue with VDP_drawImageEx();
- Replies: 7
- Views: 7674
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.
My other guess is there is an extra "}" somewhere that didn't get commented with the rest of its block.
- Wed Mar 21, 2018 3:25 pm
- Forum: Demos
- Topic: Tänzer, a "ninja" game (Dev Diary thread)
- Replies: 290
- Views: 442201
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...
- Tue Mar 20, 2018 6:53 pm
- Forum: Demos
- Topic: Tänzer, a "ninja" game (Dev Diary thread)
- Replies: 290
- Views: 442201
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
Good pull request idea maybe
- Fri Mar 16, 2018 3:53 pm
- Forum: Demos
- Topic: Tänzer, a "ninja" game (Dev Diary thread)
- Replies: 290
- Views: 442201
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.
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.
- Fri Mar 16, 2018 2:10 pm
- Forum: SGDK
- Topic: Rescomp colour conversion
- Replies: 3
- Views: 4057
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); }