Search found 14 matches

by Yukiko
Wed May 22, 2019 3:03 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1122453

Re: Sega Genesis Dev Kit (SGDK)

Code: Select all

 - added smart sprite cutting (detect empty space in sprite)
 - can now disable map optimization for IMAGE resources (see rescomp.txt for more information)
Yes, yes, yes! Now I get to be lazy!
by Yukiko
Wed Jan 17, 2018 3:53 am
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 14718

Re: Tile Map Code

But you just said both views are on the same plane (・ω・;) Both backdrop views are on the same plane. Both HUD boxes are on the same plane. It overrides plane A where it shows up. Window plane has its own tilemap, and unlike plane A it doesn't scroll. Note that window plane will do the overriding ev...
by Yukiko
Tue Jan 16, 2018 12:08 am
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 14718

Re: Tile Map Code

What the protagonist sees is in the view port to the left. The box to the right will show the protagonist, and what is behind the protagonist. Both views are on the same plane. If I try sliding I'd wipe out the rear view. The HUD is on another plane. I don't want to turn the HUD into a sprite as I'...
by Yukiko
Fri Jan 12, 2018 1:36 pm
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 14718

Re: Tile Map Code

Oh, prerendered backgrounds... wait, that's completely going to trash your ROM space unless you switch to Sega CD instead x_x I think I could fit 20 locations in 3MiB. That leaves 1MiB for the rest of the game. :P They don't all even need to be 360 degrees, some could be 270. My next cartridge I'm ...
by Yukiko
Fri Jan 12, 2018 10:06 am
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 14718

Re: Tile Map Code

Are your data compressed ? if yes then you need to unpack your tileset first otherwise it will do it at each VDP_loadTileSet(..) call. That can bring a *big* speed improvement. It isn't compressed. Speed isn't my problem though. It runs quite fast. I tried using -1 compression instead of NONE, and ...
by Yukiko
Fri Jan 12, 2018 4:25 am
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 14718

Re: Tile Map Code

I was hoping to shuffle tiles that were already in memory around, however VDP_loadTileSet works really well. The artifacts are gone, and the speed has improved. VDP_loadTileSet(background_sewing_2_2_0***.tileset, TILE_USERINDEX+10+(bg_row*1)+(CHATBOXy*bg_row), FALSE); Using this function some of the...
by Yukiko
Thu Jan 11, 2018 3:53 am
Forum: SGDK
Topic: Tile Map Code
Replies: 19
Views: 14718

Re: Tile Map Code

How would I move tiles from one index/address to another? I'm building a 360 degree view, made up of 180 one tile wide images. I use a loop with the following code to populate the screen. VDP_drawImageEx(PLAN_B, &background_sewing_2_2_0***, TILE_ATTR_FULL(PAL3, FALSE, FALSE, FALSE, TILE_USERINDEX+10...
by Yukiko
Wed Jan 10, 2018 3:01 am
Forum: Hardware
Topic: TF530 as MD 68030 turbocard?
Replies: 9
Views: 13902

Re: TF530 as MD 68030 turbocard?

There is also the Wicher 500i Ex Accelerator.

CPU: MC68000
Max. clock: 50MHz
RAM: 1-8 MB SIMM 72 (FPM,EDO)
IDE controller
SPI controller

I want to try it out. Probably will be a bit expensive.
by Yukiko
Sat Jan 06, 2018 12:18 am
Forum: Megadrive/Genesis
Topic: Developing a new engine
Replies: 6
Views: 5545

Re: Developing a new engine

I always liked the idea of a cartridge game using the SCD sub-CPU. With the lasers dying out that could be the only way to benefit from a SCD, unless a drive emulator comes along.
by Yukiko
Wed Jan 03, 2018 10:36 am
Forum: SGDK
Topic: Animation Sample
Replies: 9
Views: 6926

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? You can probably reduce the rom size using FAST compression mode (decompression should be fast enough to preserve a good frame rate) :) Fantast...
by Yukiko
Tue Jan 02, 2018 12:23 am
Forum: SGDK
Topic: Animation Sample
Replies: 9
Views: 6926

Re: Animation Sample

The last frame of sprite[1] is shown as the first frame of sprite[2]. I'm guessing that wouldn't happen if I loaded sprite[2] into memory before displaying it.

I'll upload a Youtube video of the animation in the next couple of days.
by Yukiko
Tue Jan 02, 2018 12:10 am
Forum: SGDK
Topic: Animation Sample
Replies: 9
Views: 6926

Animation Sample

I made this silly little animation. I coded it as a sprite as that was the laziest option, however that lead to the large file size.

The image I used had a four colour index, but SGDK did not like that, so I added the extra twelve colours to the file. For some reason the palette came out wrong.
by Yukiko
Wed Dec 27, 2017 3:01 am
Forum: SGDK
Topic: SPR_addSpriteEx Flags
Replies: 3
Views: 3230

Re: SPR_addSpriteEx Flags

Thanks for the help. I tried searching for that function in use, but there doesn't seem to be a public example. sprites[i] = SPR_addSpriteEx(&character_aya, 20, 20, TILE_ATTR(PAL2, TRUE, FALSE, FALSE), 1, SPR_FLAG_AUTO_VISIBILITY | SPR_FLAG_AUTO_VRAM_ALLOC | SPR_FLAG_AUTO_TILE_UPLOAD); How should th...
by Yukiko
Sun Dec 24, 2017 4:13 am
Forum: SGDK
Topic: SPR_addSpriteEx Flags
Replies: 3
Views: 3230

SPR_addSpriteEx Flags

I'm trying to manually allocate the sprite index. Sprite* SPR_addSpriteEx(const SpriteDefinition * spriteDef, s16 x, s16 y, u16 attribut, u16 spriteIndex, u16 flags ) case AYA_KALANG : sprites[i] = SPR_addSpriteEx(&character_aya, Party[i][1]-100, Party[i][2], TILE_ATTR(PAL2, TRUE, FALSE, FALSE), 1, ...