Search found 251 matches

by sega16
Sun Dec 09, 2018 8:43 am
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 210628

Re: Retro Graphics Toolkit

To generate a palette for a sprite use the "Sprite actions" menu and click on "Generate optimal palette for selected sprite". Please first select the sprite then click on it. You may have seen all black due to a bug that existed in previous versions of Retro Graphics Toolkit. This option would only ...
by sega16
Wed Jun 01, 2016 12:34 am
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 210628

Re: Retro Graphics Toolkit

Want a command line tool to convert images using multiple palette rows? Read this post to find out how. i just added a new headless mode, fixed a bug, and improved the UI for the palette generation frame. The headless mode means that the Retro Graphics Toolkit window is not created. Instead what hap...
by sega16
Sun Nov 15, 2015 9:25 pm
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 210628

Re: Retro Graphics Toolkit

I have released a minor update: V0.8 RC1.2. Previously you had a choice for saving as either a binary file, a C header, an assembly file or a BEX file however you could only load a binary file. I added support for loading these text based files. The parser for this does support multiple "arrays" and...
by sega16
Thu Jul 09, 2015 7:56 am
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 210628

Today is a good day for Retro Graphics Toolkit and its users. I have decided to do a new release. Introducing Retro Graphics Toolkit v0.8 RC1: Previous versions of Retro Graphics Toolkit were missing two important features: Flexibility Level Editing Flexibility is gained via Lua scripting with an ex...
by sega16
Wed Jan 07, 2015 12:38 am
Forum: SGDK
Topic: Constant and variable
Replies: 11
Views: 10121

tryphon wrote:Thanks for the tips.
Always glad to help.
tryphon wrote: Last time I coded in C, it didn't have attributes :D
That is because this is a gcc extension see https://gcc.gnu.org/onlinedocs/gcc/Func ... butes.html.
by sega16
Tue Jan 06, 2015 1:32 am
Forum: SGDK
Topic: Constant and variable
Replies: 11
Views: 10121

Also if you are using the array in only one file make sure to make it static. Same with functions. This is especially important for functions and applies regardless of platform you should always when appropriate declare make proper use of const and use it whenever what you are dealing with is const ...
by sega16
Sun Dec 14, 2014 1:24 am
Forum: Megadrive/Genesis
Topic: Help with undefined reference error
Replies: 14
Views: 13306

Yes it does. I did not think of if you called another function (or the same function) in that function with the same parameters.
by sega16
Sat Dec 13, 2014 2:56 pm
Forum: Megadrive/Genesis
Topic: Help with undefined reference error
Replies: 14
Views: 13306

I am afraid to say that you may not be saving stack space by doing this and using heap for a small struct would be even worse. You see the struct is created on the stack is it not? Unless you declare it as a global variable then it will be at a fixed address, but yet still that uses ram and in fact ...
by sega16
Tue Nov 18, 2014 12:50 am
Forum: Hardware
Topic: Possible DIY USB Genesis/MD Reader/writer
Replies: 11
Views: 17357

SPI io expander are faster than i2c generally. Remember to consult with the datasheet instead of just assuming however.
by sega16
Sat Oct 25, 2014 11:38 pm
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 210628

Yes I do see your point. I modified the build process to use the dll on windows. I was busy with other stuff unfortunately but now I will get to work on an API and also I will provide a lua binding with FLTK (the gui toolkit Retro Graphics Toolkit is based on) in order to quickly make additional dia...
by sega16
Fri Oct 24, 2014 10:25 pm
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 210628

Alright lua is added now I can see why lua was suggested. As in you can now run a lua script from Retro Graphics Toolkit. Now what I will do is work on providing an api allowing access to internal Retro Graphics Toolkit data and useful functions. I have decided to statically link lua with Retro Grap...
by sega16
Fri Oct 24, 2014 2:52 am
Forum: Tools
Topic: Retro Graphics Toolkit
Replies: 117
Views: 210628

I apologize for the double post but I am considering the direction of the project and I realize one big issue with this project in it's current state is the static nature of what you can do in Retro Graphics Toolkit that is you can only really do what I have coded for example there was not an automa...
by sega16
Sun Oct 19, 2014 6:21 pm
Forum: SGDK
Topic: Maximum size of the Game
Replies: 8
Views: 10188

What if you don't have a mega everdrive? How about making it unlock bonus features? Or a sega cd version? Maybe better compression will get you enough space?
by sega16
Sun Oct 12, 2014 4:36 pm
Forum: Megadrive/Genesis
Topic: Confusing crash Address Error.
Replies: 26
Views: 19163

Many members of the forum get by everyday fixing difficult bugs without questions. For example fairly recently I wrote my first NES program and didn't need to ask any questions. Everything could be found using a search engine. I am learning latex and got an error I just looked it up and within a min...
by sega16
Thu Oct 02, 2014 1:36 am
Forum: Hardware
Topic: Genesis RGB - why?
Replies: 2
Views: 7074

RGB is the highest quality output. The people who do use RGB greatly appreciate the extra pennies spent to support it if it did raise cost. Also you know that at some point the video signal is RGB and is converted to composite. I do not own a genesis 3 but I did google this and it appears you do nee...