Search found 28 matches

by ronin68k
Mon Jun 03, 2019 5:17 pm
Forum: SGDK
Topic: typewriter effect
Replies: 5
Views: 420

Re: typewriter effect

Wow, that's really cool! Thank you :)
btw, nice game!
by ronin68k
Mon Jun 03, 2019 2:00 pm
Forum: SGDK
Topic: typewriter effect
Replies: 5
Views: 420

Re: typewriter effect

Shouldn't you fill the data first then do the TypeWriter code afterward ? Also I don't understand why you're rewriting the full text each time, you can only add one letter by one letter. That's where I'm stuck at :oops: I've googled a lot, even tried stackoverflow advices, something like char* text...
by ronin68k
Mon Jun 03, 2019 4:11 am
Forum: SGDK
Topic: typewriter effect
Replies: 5
Views: 420

typewriter effect

Hi, guys! I'm trying to add a typewriter effect to my project. I've duplicated VDP_drawTextBG function and modifying it :lol: The main goal was achieved - i got it typing by one letter after another, but when it came to the next line (or even next string), it duplicated what I've written before and ...
by ronin68k
Sun Jan 07, 2018 7:57 am
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 3540

Re: Compiling asmx

thanks, guys :D
by ronin68k
Sat Jan 06, 2018 6:28 am
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 3540

Re: Compiling asmx

Oh... Well then, can u guide me how to solve 0(an) / cmp(an)+ bugs? (if u don't mind ofc)
by ronin68k
Fri Jan 05, 2018 1:43 am
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 3540

Re: Compiling asmx

Have you uploaded the fixed asmx to github? I'd like to have it too, with your permission.
by ronin68k
Thu Jan 04, 2018 2:18 pm
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 3540

Re: Compiling asmx

Ok, i found another bug (i think its also asmx source question). asmx sees too big difference between "move.w 0 (a1),d1" and "move.w 1 (a1),d1". When it's 1 or more, it gives correct code - 32 29 00 01 , but when it's 0, it just gives 32 11 instead of 32 29 00 00 . How comes? :| I'm trying to assemb...
by ronin68k
Tue Jan 02, 2018 9:53 am
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 3540

Re: Compiling asmx

I'm so glad that I can use properly working native win-asmx, without Cygwin environment now! Thank you!
Asmx itself works just everywhere (even on my android, where I've built it with c4droid and even assembled a hack with it :lol: ).
by ronin68k
Thu Dec 28, 2017 11:47 pm
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 3540

Re: Compiling asmx

You'll have to hunt down that fopen and replace the "r" with "rb". Thank you so much for solving my problem! I finally got rid of this annoying bug. found it at asmx.c, line 4695 upd. There also was a bug, adding 0D before 0A, replacing 0Fs with 00 and it probably did something else. I fixed it the...
by ronin68k
Thu Dec 28, 2017 12:50 pm
Forum: Tools
Topic: Compiling asmx
Replies: 13
Views: 3540

Re: Compiling asmx

Good 2 see someone else with asmx problems (even if the thread is almost 8 years old :lol: ) When it comes to compilation, i don't have any troubles - not even warnings. The problem is "incbin". When I'm including binary, asmx cuts it at first seen "1A" byte there... That happens only on windows, wh...
by ronin68k
Thu Dec 28, 2017 12:34 pm
Forum: SGDK
Topic: Sprite issue with first SGDK project
Replies: 6
Views: 1818

Re: Sprite issue with first SGDK project

wow... :D well, good luck with the solving of this problem, guys! I'll be waiting for updates. Thanks again!
by ronin68k
Sun Dec 24, 2017 9:00 pm
Forum: SGDK
Topic: Sprite issue with first SGDK project
Replies: 6
Views: 1818

Re: Sprite issue with first SGDK project

Hi guys! I have a question about the sprite engine. The problem is when i draw the sprite, sprite engine does not crop blank tiles and draws the sprite in VDP all the way, so it takes lot of VDP space. Do i need to chunk the sprite myself or there is a way sprite engine can do it automatically? Than...
by ronin68k
Fri Jun 23, 2017 12:04 am
Forum: SGDK
Topic: VDP_fadeIn question.
Replies: 9
Views: 1139

Re: VDP_fadeIn question.

Stef wrote:at least call it with async parameter set to TRUE in this case ;)
Yep, this is what i did and now i got rid of this bug. :D
Thank you, guys. Getting programming skills is so much fun for me :3
by ronin68k
Wed Jun 21, 2017 8:05 pm
Forum: SGDK
Topic: VDP_fadeIn question.
Replies: 9
Views: 1139

Re: VDP_fadeIn question.

Oh... well, im still newbie at programming, even tho i used SGDK long time ago, i code very rarely :oops:
Thanks for the reply :) <3
by ronin68k
Wed Jun 21, 2017 4:46 pm
Forum: SGDK
Topic: VDP_fadeIn question.
Replies: 9
Views: 1139

Re: VDP_fadeIn question.

Here is the part of code. Once i press the button, VDP_fadeIn speeds up for the further and no matter how its called. But before its called by controller (for example, sega screen with time out), it works fine. if (changed & state & BUTTON_START) { VDP_fadeOut(0, 16, 30, FALSE); Scene_CodeScreen(); ...