Search found 14 matches
- Sun Nov 13, 2016 3:19 pm
- Forum: Video Display Processor
- Topic: VDP Tools ? (calc)
- Replies: 4
- Views: 16732
Re: VDP Tools ? (calc)
Thanks, cool these macros
- Mon Oct 24, 2016 6:42 pm
- Forum: Video Display Processor
- Topic: VDP Tools ? (calc)
- Replies: 4
- Views: 16732
VDP Tools ? (calc)
Hello SpritesMind,
I continue to learn the "low level" stuff on Megadrive ...
Have u some VPD tools (calc, registers helper) ?
I ve starting the coding of a tool for help me to dealing with vdp, but maybe you ve something already finished (forge vdp packet ..., registers ... ) ?
i ve found this ...
I continue to learn the "low level" stuff on Megadrive ...
Have u some VPD tools (calc, registers helper) ?
I ve starting the coding of a tool for help me to dealing with vdp, but maybe you ve something already finished (forge vdp packet ..., registers ... ) ?
i ve found this ...
- Tue Aug 23, 2016 8:16 am
- Forum: SGDK
- Topic: Module music in my programm.
- Replies: 11
- Views: 8769
- Fri May 13, 2016 1:13 pm
- Forum: SGDK
- Topic: SGDK\ ASM with Motorola syntax
- Replies: 6
- Views: 7214
Re: SGDK\ ASM with Motorola syntax
Hello Stef,
But i dont know if it can works well with the hexa notation too
0x1A is $1A with Motorola syntax
But i dont know if it can works well with the hexa notation too
0x1A is $1A with Motorola syntax
- Fri May 13, 2016 10:37 am
- Forum: SGDK
- Topic: SGDK\ ASM with Motorola syntax
- Replies: 6
- Views: 7214
SGDK\ ASM with Motorola syntax
Hello,
I start to experiment some ASM embedded in my SGDK projects ...
I use the default SGDK tool chain with GNU as ...
Can i tweak something for write my ASM with Motorola syntax, or maybe i must change the assembler in my makefile ?
Thank
Nainain
I start to experiment some ASM embedded in my SGDK projects ...
I use the default SGDK tool chain with GNU as ...
Can i tweak something for write my ASM with Motorola syntax, or maybe i must change the assembler in my makefile ?
Thank
Nainain
- Sat Apr 23, 2016 9:20 am
- Forum: SGDK
- Topic: VGM - Gens PCM playing speed pb
- Replies: 2
- Views: 3335
Re: VGM - Gens PCM playing speed pb
i forget to say ...
Testing in pal\ntsc and if i make a FM synth sequence on another channel, this FM seq is playing at good speed
Testing in pal\ntsc and if i make a FM synth sequence on another channel, this FM seq is playing at good speed
- Sat Apr 23, 2016 9:02 am
- Forum: SGDK
- Topic: VGM - Gens PCM playing speed pb
- Replies: 2
- Views: 3335
VGM - Gens PCM playing speed pb
Hi,
I ve a problem with my rom in Gens …
The PCM loop inside the VGM is playing too fast in Gens.
(its ok on real HW and Fusion)
I tried to export in VGM1.5 & VGM1.6 format but same result.
I use VGM Music Maker, but I tried DefleMask too
In the zip, my sample program and the vge project and wav ...
I ve a problem with my rom in Gens …
The PCM loop inside the VGM is playing too fast in Gens.
(its ok on real HW and Fusion)
I tried to export in VGM1.5 & VGM1.6 format but same result.
I use VGM Music Maker, but I tried DefleMask too
In the zip, my sample program and the vge project and wav ...
- Fri Jan 08, 2016 5:32 pm
- Forum: SGDK
- Topic: Synchronizing events on a music / XGM question
- Replies: 3
- Views: 3323
- Fri Oct 16, 2015 8:54 am
- Forum: SGDK
- Topic: dynamically change pixel sprite
- Replies: 3
- Views: 3675
Re: dynamically change pixel sprite
Thx guys
- Thu Oct 15, 2015 3:50 pm
- Forum: SGDK
- Topic: dynamically change pixel sprite
- Replies: 3
- Views: 3675
dynamically change pixel sprite
Hi all,
To do some effects (sinus deformations, rotate, blur, zoom ... ) i would change dynamically the pixels sprite datas on runtime ...
what method ?
have you a simple sample code ?
Thanks
To do some effects (sinus deformations, rotate, blur, zoom ... ) i would change dynamically the pixels sprite datas on runtime ...
what method ?
have you a simple sample code ?
Thanks
- Wed Jul 15, 2015 8:38 pm
- Forum: SGDK
- Topic: KDebug - how
- Replies: 3
- Views: 4324
- Tue Jul 14, 2015 8:12 pm
- Forum: SGDK
- Topic: KDebug - how
- Replies: 3
- Views: 4324
KDebug - how
Hi all,
Can you help me please...
How work kdebug ?
For example:
KDebug_Alert ("TEST");
In the Gens Kmod emulator , where i can find this debug message ?
In CPU->Debug->Messages ?
Thanks
Can you help me please...
How work kdebug ?
For example:
KDebug_Alert ("TEST");
In the Gens Kmod emulator , where i can find this debug message ?
In CPU->Debug->Messages ?
Thanks
- Sun Oct 12, 2014 10:08 am
- Forum: SGDK
- Topic: Sprite problem Gens & Fusion
- Replies: 9
- Views: 6414
- Sat Oct 11, 2014 3:41 pm
- Forum: SGDK
- Topic: Sprite problem Gens & Fusion
- Replies: 9
- Views: 6414
Sprite problem Gens & Fusion
Hi,
I ve a different rendering between gens & fusion with this code :
#include <genesis.h>
u16 cycleId = 0;
const u32 sweepTiles[8]=
{
0x00000000,
0x00000000,
0x00000000,
0xFFFFFFFF,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
};
#define SWEEP_SPRITE_NUM 40
SpriteDef sweepSprite ...
I ve a different rendering between gens & fusion with this code :
#include <genesis.h>
u16 cycleId = 0;
const u32 sweepTiles[8]=
{
0x00000000,
0x00000000,
0x00000000,
0xFFFFFFFF,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
};
#define SWEEP_SPRITE_NUM 40
SpriteDef sweepSprite ...