Search found 101 matches
- Sat Feb 02, 2019 7:49 am
- Forum: Demos
- Topic: My journey learning Sega Genesis/Mega Drive programing
- Replies: 16
- Views: 22984
Re: My journey learning Sega Genesis/Mega Drive programing
Thanks for the info.
- Wed Dec 12, 2018 7:50 am
- Forum: Demos
- Topic: My journey learning Sega Genesis/Mega Drive programing
- Replies: 16
- Views: 22984
Re: My journey learning Sega Genesis/Mega Drive programing
Awesome tools.aguSoulReaver wrote: ↑Fri Nov 16, 2018 11:56 pmYes, 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.
In your video, you have the option "show tiles". Can you tell me which algorithm you use to keep a small number of tiles ?
Re: AbbayeMD
Great work.
- Mon Nov 13, 2017 7:39 am
- Forum: Demos
- Topic: "The art of LeonBli", released at Alchimie 12, Tain l'Hermitage, France
- Replies: 3
- Views: 4403
- Sun Oct 08, 2017 7:43 am
- Forum: SGDK
- Topic: Code Crashes Emulator
- Replies: 4
- Views: 4626
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...
- Sat Oct 07, 2017 3:07 pm
- Forum: Collaboration
- Topic: I need coder+writers MD/GENNY diskmag!!!
- Replies: 7
- Views: 12956
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...
- Sat Oct 07, 2017 7:33 am
- Forum: SGDK
- Topic: Code Crashes Emulator
- Replies: 4
- Views: 4626
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...
- Sat Jul 29, 2017 7:16 am
- Forum: SGDK
- Topic: Issue with sprite drawing.
- Replies: 6
- Views: 6502
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...
- Wed Jul 05, 2017 3:50 pm
- Forum: Sound
- Topic: Convert atari st ym sound
- Replies: 9
- Views: 14127
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...
- Wed Jul 05, 2017 1:12 pm
- Forum: Sound
- Topic: Convert atari st ym sound
- Replies: 9
- Views: 14127
Re: Convert atari st ym sound
Fine.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)
To be clear because I've a little brain, with the same ym file, playback will be faster with the NTSC z80.
- Wed Jul 05, 2017 6:57 am
- Forum: Sound
- Topic: Convert atari st ym sound
- Replies: 9
- Views: 14127
Re: Convert atari st ym sound
Thanks for the confirmation.KanedaFr wrote:yes, DEST only act on the tone value, nothing else.
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.
- Tue Jul 04, 2017 2:31 pm
- Forum: Sound
- Topic: Convert atari st ym sound
- Replies: 9
- Views: 14127
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...
- Sat Jul 01, 2017 7:05 am
- Forum: Sound
- Topic: Convert atari st ym sound
- Replies: 9
- Views: 14127
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.
- Fri Jun 30, 2017 10:01 am
- Forum: Sound
- Topic: Convert atari st ym sound
- Replies: 9
- Views: 14127
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...
- Mon Jun 19, 2017 9:52 am
- Forum: SGDK
- Topic: Change only tile palette
- Replies: 4
- Views: 3695
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, ...