Search found 101 matches

by dub
Sat Feb 02, 2019 7:49 am
Forum: Demos
Topic: My journey learning Sega Genesis/Mega Drive programing
Replies: 16
Views: 3314

Re: My journey learning Sega Genesis/Mega Drive programing

Thanks for the info.
by dub
Wed Dec 12, 2018 7:50 am
Forum: Demos
Topic: My journey learning Sega Genesis/Mega Drive programing
Replies: 16
Views: 3314

Re: My journey learning Sega Genesis/Mega Drive programing

aguSoulReaver wrote:
Fri Nov 16, 2018 11:56 pm
Yes, the assets and map editor are made by myself. I didn't show in the video but in the same editor I can create paletts and fonts as well.
Awesome tools.
In your video, you have the option "show tiles". Can you tell me which algorithm you use to keep a small number of tiles ?
by dub
Tue Feb 13, 2018 8:53 am
Forum: Demos
Topic: AbbayeMD
Replies: 16
Views: 8838

Re: AbbayeMD

Great work.
by dub
Sun Oct 08, 2017 7:43 am
Forum: SGDK
Topic: Code Crashes Emulator
Replies: 4
Views: 992

Re: Code Crashes Emulator

You can read the tuto here : https://github.com/Stephane-D/SGDK/wiki/Tuto-Intro TILE_USERINDEX is the beginning of the vram for the user and who not used by the system. For the palette, I always use Image but in the source code and the doc, you must fnd a way with "VDP_setPalette (u16 num, const u16...
by dub
Sat Oct 07, 2017 3:07 pm
Forum: Collaboration
Topic: I need coder+writers MD/GENNY diskmag!!!
Replies: 6
Views: 2088

Re: I need coder+writers MD/GENNY diskmag!!!

What is diskmag? WIKI https://en.m.wikipedia.org/wiki/Disk_magazine YOUTUBE https://m.youtube.com/watch?v=YWtwNYnIYUw It will be distributed as ROM file.You will be able to read it using gamepad (emulator or flashcart). It would be fun to do something like that :mrgreen: like our old retro diskmags...
by dub
Sat Oct 07, 2017 7:33 am
Forum: SGDK
Topic: Code Crashes Emulator
Replies: 4
Views: 992

Re: Code Crashes Emulator

Works at home. Test with blastem, kfusion and genskmod. I also tried to change tile number with TILE_USERINDEX and also works. same source with my binary file. https://www.dropbox.com/s/o1u9wz5ef9d6w5z/source_c_test.zip?dl=0 //we load our unique tile data at position 1 on VRAM VDP_loadTileData( (con...
by dub
Sat Jul 29, 2017 7:16 am
Forum: SGDK
Topic: Issue with sprite drawing.
Replies: 6
Views: 1659

Re: Issue with sprite drawing.

Maybe you're not writing the good palette : // init player sprite sprites[0] = SPR_addSprite(&maleplayer_sprite, fix32ToInt(posx), fix32ToInt(posy), TILE_ATTR(PAL1, TRUE, FALSE, FALSE)); SPR_update(); // prepare palettes memcpy(&palette[0], maleplayer_sprite.palette->data, 16 * 2); //-->PAL0 sprites...
by dub
Wed Jul 05, 2017 3:50 pm
Forum: Sound
Topic: Convert atari st ym sound
Replies: 9
Views: 2035

Re: Convert atari st ym sound

I think the "standard" thing most folks do for PAL vs NTSC is in the vblank int handler to exit one time every six vblank ints without actually updating the sound/music. I've seen that in many ST programs, and Amiga programs where the vblank int is used to update the music score. Thanks I'll try th...
by dub
Wed Jul 05, 2017 1:12 pm
Forum: Sound
Topic: Convert atari st ym sound
Replies: 9
Views: 2035

Re: Convert atari st ym sound

KanedaFr wrote: This define the clock rate (and not the rate) of the CPU used to render the sound
It's to convert a sound coming from any CPU to the z80 : 3.579545 MHz (NTSC), 3.546894 MHz (PAL)
Fine.
To be clear because I've a little brain, with the same ym file, playback will be faster with the NTSC z80.
by dub
Wed Jul 05, 2017 6:57 am
Forum: Sound
Topic: Convert atari st ym sound
Replies: 9
Views: 2035

Re: Convert atari st ym sound

KanedaFr wrote:yes, DEST only act on the tone value, nothing else.
Thanks for the confirmation.
So I have to make a music at 60Hz. Or don't use the vblank but a counter to play the music every 1/50hz instead of 1/60hz. :mrgreen:
by dub
Tue Jul 04, 2017 2:31 pm
Forum: Sound
Topic: Convert atari st ym sound
Replies: 9
Views: 2035

Re: Convert atari st ym sound

I did another test with another ym file. I always have the same result, it is too fast on a 60Hz machine. When I change DESTINATION DEST_PAL to DESTINATION DEST_NTSC, I have different values for tone but there is no value for timing. As the vblank is used to read the values and goes through a "SYS_s...
by dub
Sat Jul 01, 2017 7:05 am
Forum: Sound
Topic: Convert atari st ym sound
Replies: 9
Views: 2035

Re: Convert atari st ym sound

It's also what I thought. Maybe I have to change something to tell genres that the console is in 60Hz.
by dub
Fri Jun 30, 2017 10:01 am
Forum: Sound
Topic: Convert atari st ym sound
Replies: 9
Views: 2035

Convert atari st ym sound

Hi, I have an audio file ym for atari st that I would use. I use the sgdk in version 1.30 and I have added the program genres to convert and play music (great tool). The problem is that the file is in 50Hz which is good for the megadrive pal europe but I would also like to play it on a console at 60...
by dub
Mon Jun 19, 2017 9:52 am
Forum: SGDK
Topic: Change only tile palette
Replies: 4
Views: 786

Re: Change only tile palette

After some tests, I use setMapEx and seems to work well : VDP_loadTileSet(myRoom[0]->tileset, ind, NULL); VDP_setMapEx(PLAN_B, myRoom[0]->map, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind), 0, 1, 0, 0, 24, 22); VDP_setMapEx(PLAN_A, myRoom[0]->map, TILE_ATTR_FULL(PAL0, TRUE, FALSE, FALSE, ind), 24, ...