Search found 49 matches
- 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?
- 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?
- 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...
- 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
GIMP can only go down to 8bpp
- 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.
In my experience it doesn't handle duplicate-tiles very well.
- 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.
BEEhive is not willing to co-operate at the moment so im looking around for alternatives.
- 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.
Giving my BMP 16-indexed colors gives me an error.
- 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 But it doesnt work anymore?
Has the name for it changedor is it no longer supported?
Code: Select all
JOY_setMouseEventHandler
Has the name for it changedor is it no longer supported?
- Wed May 02, 2018 3:38 am
- Forum: Demos
- Topic: Kavinsky Nightcall song demo on hardware
- Replies: 3
- Views: 1636
- 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
- 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, ...
- 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?
- 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?
- 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
- 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 ...