Search found 49 matches

by Boyfinn
Fri Jul 13, 2018 12:54 am
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 27
Views: 11445

Re: Beehive - a Mega Drive tile and map editor

Are there any SGDK examples yet?
by Boyfinn
Mon Jun 25, 2018 4:03 pm
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 10
Views: 1784

Re: SGDK and tilemap-editors

I got BEEhive working. Are there any examples how to utilize the tilemap and map files generated by beehive?
by Boyfinn
Mon Jun 25, 2018 3:32 pm
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 27
Views: 11445

Re: Beehive - a Mega Drive tile and map editor

I use GIMP for most of my work. Do: Image -> Mode -> Indexed... set it to 16 colours, and export as BMP. [s]Yeah, this is exactly what i'm doing and with no success, I might update GIMP and see if the bewer version works.[/s] Nevermind! Turns out GIMP doesn't like giving indexed palettes to RGB ima...
by Boyfinn
Sun Jun 24, 2018 12:15 pm
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 27
Views: 11445

Re: Beehive - a Mega Drive tile and map editor

What tools do you use to convert a 16-color indexed image into a 4bpp bitmap?
GIMP can only go down to 8bpp
by Boyfinn
Sun Jun 17, 2018 2:30 am
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 10
Views: 1784

Re: SGDK and tilemap-editors

Wasn't rescomp built into SGDK?
In my experience it doesn't handle duplicate-tiles very well.
by Boyfinn
Sat Jun 16, 2018 6:22 pm
Forum: SGDK
Topic: SGDK and tilemap-editors
Replies: 10
Views: 1784

SGDK and tilemap-editors

Do you guys know any good tilemap/map editors that can export compatible tilemaps for SGDK?
BEEhive is not willing to co-operate at the moment so im looking around for alternatives.
by Boyfinn
Sat Jun 16, 2018 5:50 pm
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 27
Views: 11445

Re: Beehive - a Mega Drive tile and map editor

I can't import any tilesets.
Giving my BMP 16-indexed colors gives me an error.
by Boyfinn
Sat May 19, 2018 8:04 pm
Forum: SGDK
Topic: Sega mouse no longer supported?
Replies: 1
Views: 583

Sega mouse no longer supported?

I've been trying to use

Code: Select all

JOY_setMouseEventHandler
But it doesnt work anymore?
Has the name for it changedor is it no longer supported?
by Boyfinn
Wed May 02, 2018 3:38 am
Forum: Demos
Topic: Kavinsky Nightcall song demo on hardware
Replies: 3
Views: 1636

Re: Kavinsky Nightcall song demo on hardware

I remade the rom and the song.
Here is the new version:
https://youtu.be/839YsK4E0JQ
by Boyfinn
Tue May 01, 2018 10:24 am
Forum: SGDK
Topic: Layer priority
Replies: 8
Views: 951

Re: Layer priority

Nevermind, High priority planes seem to work by using the priority numbers 5&6
by Boyfinn
Tue May 01, 2018 8:46 am
Forum: SGDK
Topic: Layer priority
Replies: 8
Views: 951

Re: Layer priority

What values do i insert into TILE_ATTR_FULL as layer priority? Currently im doing this: VDP_drawImageEx(PLAN_A, &plan_a0, TILE_ATTR_FULL(PAL0, 1, FALSE, FALSE, ind), 0, 0, FALSE, TRUE); ind += plan_a0.tileset->numTile; VDP_drawImageEx(PLAN_B, &plan_b0, TILE_ATTR_FULL(PAL0, 0, FALSE, FALSE, ind), 0, ...
by Boyfinn
Thu Apr 05, 2018 9:05 pm
Forum: SGDK
Topic: Layer priority
Replies: 8
Views: 951

Re: Layer priority

Cool. Any examples how to manipulate the priority in a map?
by Boyfinn
Thu Apr 05, 2018 4:00 pm
Forum: SGDK
Topic: Layer priority
Replies: 8
Views: 951

Layer priority

Is it possible to render both A and B planes before the sprite layer, Or changing said order dynamically?
by Boyfinn
Thu Apr 05, 2018 3:19 pm
Forum: SGDK
Topic: GCC inline asm tutorial
Replies: 4
Views: 4300

Re: GCC inline asm tutorial

The link is gone
by Boyfinn
Thu Jan 04, 2018 3:55 am
Forum: SGDK
Topic: Animation Sample
Replies: 9
Views: 1304

Re: Animation Sample

i've done a "sort of" fullscreen video playback thingy in my project https://www.youtube.com/watch?v=ENOP0_1wdks I like it. Is the text meant to jerk back? No, it's not. It's not a problem in the code, but my lazy way of making the animation frames, so its more of an issue on the art/graphics side ...