oh, I didn't see the SGDK subforum - sorry (if some admin can move this topic...)
So, apart from Xeno Crisis (currently w.i.p.) what other games are made with SGDK? Name everything that comes to your mind, so that I can check them - thanks!
As per the title, is there a list/showcase of the homebrew titles that have been developed/are developed with SGDK?
If not, care to name all those that come to your mind?
Neither NES nor Master System have linked lists. In both cases every sprite in the table is processed in order (there isn't even something to indicate how many sprites were there, you have to move off-screen all unused entries).
Well, no, fortunately on the Master System there's an end-of-sprites ...
Also, if I understand correctly what Stef just said, SGDK uses that simply because it was faster/easier than following the internal sprite list and dump them into the SAT in actual order? If so, it really isn't any smart use of those links...
I still didn't start coding anything, but I was wondering how usually sprites are handled.
I mean, I've seen that the sprites are stored as a linked list instead that just a simple array - how usually this is used to any advantage?
Now going deeper into the MegaDrive topic. Any code collection/library/devkit to program the thing in 68k asm?
Also, what's the assembler/editor/IDE of choice?
sure, that was simply my opinion - the way I personally choose to categorize CPUs - surely not the revealed truth, I'm sorry if I ever given the impression that I'm here to teach, as I'm here to learn , not to teach (and beside that I think I haven't got anything particular to teach anyway :roll ...
The bit number is meaningless as a precise definition... It really just refers to the word size at which the CPU is doing its best
True, but I would say that the length in bits of the accumulator register (or any data register for processors lacking a designated accumulator) would be a good way ...
Actually I just realized it's a mistake on my side: the MegaDrive is a so-called "16-bit home video game console", but the Motorola 68000 is a 32bit CISC processor. As for the ALU, that was my suspect too, but years ago I discovered that ALU word size has nothing to do with processor word size - the ...
Thanks! Yeah, I had read about those colors 14 and 15 of the 3rd palette - weird, but could be useful for some tricks.
I guess I'm at least 90% fine with the VDP inner workings. Where can I read now about the CPU? So far I only know what's written at the Motorola 68000 Wikipedia page , and of ...
Interrupts are auto-acknowledged on MD, there's no need to read the status port to get the next interrupt. Also on Z80 side, IRQ lasts entire line and if your handler finishes early it'll be called again due to it.
I see. Thanks!
My next question is about 'shadow mode'. From what I've read ...
Is that the latest version available of that document? :|
according to my searches, it is.
A much more important question: do I have to acknowledge the Vertical IRQ by reading the status register or any other VDP register or I/O port? It's so on the Master ...