Search found 28 matches
- Fri Nov 10, 2017 8:11 pm
- Forum: Megadrive/Genesis
- Topic: Sprite List Code Messed Up
- Replies: 28
- Views: 18799
Re: Sprite List Code Messed Up
Hey just did some research, and took your advice and reworked the code a bit. Here is what I have so far: ; ************************************************************* ; ClearSprite ; Clears the sprite counter ; ************************************************************* ClearSprites: move.b #0,...
- Thu Nov 09, 2017 8:50 pm
- Forum: Megadrive/Genesis
- Topic: Sprite List Code Messed Up
- Replies: 28
- Views: 18799
Sprite List Code Messed Up
I am having this weird problem where the sprite is changing randomy and soft locking the game. ClearSprites and AddSprite are both subroutines that I have written myself based on some notes written I wrote based on a conversation I had with Sik. While UpdateSprites is just a modification of LoadSpri...
- Sun Oct 08, 2017 12:39 am
- Forum: SGDK
- Topic: Code Crashes Emulator
- Replies: 4
- Views: 4776
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( (co...
- Sat Oct 07, 2017 1:41 am
- Forum: Megadrive/Genesis
- Topic: Need Help With xgmplayer
- Replies: 21
- Views: 14353
Re: Need Help With xgmplayer
Given your project i would definitely recommend you to use SGDK as well. It will be far easier than using assembly and XGM will work out of the box. Event if i'm not a fast coder i can replicate what your game is currently doing in a couple of hours with SGDK... Problem is it has taken me longer to...
- Sat Oct 07, 2017 1:00 am
- Forum: SGDK
- Topic: Code Crashes Emulator
- Replies: 4
- Views: 4776
Code Crashes Emulator
Hi, I am trying to learn the SGDK and am stuck on literately the 3rd tutorial which is drawing a background using tiles. Here is a link to the source code. When i compile it it compiles fine, however when I run it it crashes my emulator. Any assistance in this matter would be greatly appreciated. Si...
- Fri Jul 21, 2017 3:24 am
- Forum: Megadrive/Genesis
- Topic: Need Help With xgmplayer
- Replies: 21
- Views: 14353
Re: Need Help With xgmplayer
Just wanted to give an update as to progress. I have tried to convert start over in c using SGDK per another members suggestion, Unfortunately I am having trouble trying to code even the most basic task(loading a palette). So with that in mind I have decided to stick to assembly language, and try to...
- Mon Jul 10, 2017 7:48 pm
- Forum: Megadrive/Genesis
- Topic: Need Help With xgmplayer
- Replies: 21
- Views: 14353
Re: Need Help With xgmplayer
Yeah the wrapper is based around the old BEX code (which itself was mostly asm anyway), doing it from the lastest version would require rewriting the whole lot from scratch =/ Would have been much easier if the game was written for SGDK from the beginning (avoiding the need for this whole thing). I...
- Mon Jul 10, 2017 4:10 am
- Forum: Megadrive/Genesis
- Topic: Need Help With xgmplayer
- Replies: 21
- Views: 14353
Re: Need Help With xgmplayer
When you're coding, do you want a half-dozen people standing behind you looking over your shoulder telling you conflicting instructions of where to go (in the program) and what to do? THAT is what real-time chatting does. When you're asking help to troubleshoot something together, yes >_> (especial...
- Sun Jul 09, 2017 4:20 am
- Forum: Megadrive/Genesis
- Topic: Need Help With xgmplayer
- Replies: 21
- Views: 14353
Re: Need Help With xgmplayer
...why the heck did they think it was a good idea to break that? There's a bunch that's been added to inline assembly over the years, but it's rarely mentioned outside of x86 inline assembly. I've never seen any other processor mentioned. I normally was stuck looking for examples in the linux kerne...
- Fri Jul 07, 2017 6:02 pm
- Forum: Megadrive/Genesis
- Topic: Need Help With xgmplayer
- Replies: 21
- Views: 14353
Re: Need Help With xgmplayer
So then now the problem is from the driver wrapper probably... Looking at the source (which are in full assembly :| ) i don't see immediate issue but of course there is many possible mistakes. Also i tried to look what is doing the Z80 and it seems that it's not even starting to play the music as t...
- Fri Jul 07, 2017 12:19 am
- Forum: Megadrive/Genesis
- Topic: Need Help With xgmplayer
- Replies: 21
- Views: 14353
Re: Need Help With xgmplayer
Looking the sources file i've the feeling you're trying to read plain .xgm file. Rescomp compile .xgm into a .xgc file which is the one needed by the XGM driver. Also you need to align it on 256 bytes boundary address. Nope doing align 256 and converting to .xgc didn't work either: https://www.drop...
- Sat Jul 01, 2017 5:17 am
- Forum: Megadrive/Genesis
- Topic: Need Help With xgmplayer
- Replies: 21
- Views: 14353
Need Help With xgmplayer
Wanted to give everyone an update, Sik converted the xgmplayer c code into pure assembly. However for some reason the code doesn't seem to work as the game has gone completely mute. I made a test case of the title screen, game and pause states and removed everything else. Pressing start at the title...
- Thu Jun 29, 2017 9:09 pm
- Forum: Megadrive/Genesis
- Topic: Assembly Language Extensions
- Replies: 1
- Views: 2966
Assembly Language Extensions
Is there a standard set of extensions for naming your assembly source code? So far i have used .asm for Motorola 68000 Assembly Source Code. Here are some excerpts with the name removed to keep that persons name anonymous: I use .68k :P Mostly to distinguish between both CPUs .68k for 68000 asm file...
- Sun Apr 02, 2017 12:08 am
- Forum: Megadrive/Genesis
- Topic: Sprite Data Mashed Up
- Replies: 3
- Views: 3801
Sprite Data Mashed Up
I just finished changing the names of all my source files so they fit within dos's 8+3 limits. I did it so the code would compile with snasm68k using dosbox. http://i.imgur.com/P4UPWAw.png What is weird is no actual code was changed at all, just the paths to the file names being binary included in c...
- Thu Jan 26, 2017 2:39 pm
- Forum: Megadrive/Genesis
- Topic: Lookup Table Help
- Replies: 0
- Views: 15376
Lookup Table Help
Hi, I'm am still relitively new to sega genesis programming. I was wondering if someone could please explain to me how to make a lookup table like so: Cue: dc.b Song1, Song1_Beatmap, 0 dc.b Song2, Song2_Beatmap, 0 Where each entry points to a label for the actual tune data and a label to that songs ...