Search found 46 matches

by nemezes
Thu Jun 06, 2019 11:41 pm
Forum: Demos
Topic: Devwill Too MD
Replies: 4
Views: 2104

Re: Devwill Too MD

Here is another preview of the game.

Comparing with the older video, it is possible to see the new features of the game.

The game now has 15 stages, some secrets, slide movement and a combo system.

http://youtu.be/qj_QH-v7-Kw
by nemezes
Mon Apr 29, 2019 6:07 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

thanks, stef. it compiled the rom, but I am still getting some troubles. I have 2 players, they almost look the same (one wears glasses, the other doesnt). one of them (one file), it reads all frames animations. but the other file it get stuck in the last frame of first animation. also, the backgrou...
by nemezes
Mon Apr 29, 2019 4:04 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

still dont get how to use this new version of SGDK. only errors, it doesnt compile the ROM. I have the sprite.res file and there is one item called personagem1, then I get the error "personagem1 doenst exist". I go to sprite.res and change orders of just one entry, and then it compile but I get a er...
by nemezes
Thu Apr 18, 2019 2:20 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

The new resource compiler might be even slower (due to the sprite cutting operation and the improved LZ4W compression) but i plan to improve that :) I am using the old one that I downloaded july 2018. I downloaded today from github, but didnt succeed to build the ROM, got some troubles with sprite ...
by nemezes
Thu Apr 18, 2019 11:02 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

Having a newer java should not be a problem, at worst java is not found and so the resource is not compressed (same as NONE). What may have happened is that you're using an intermediate SGDK version (grabing changes from the github repository) and so having a broken resource compiler. Note that the...
by nemezes
Wed Apr 17, 2019 11:34 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

could happen a problem if I install a new version of java in my computer? I was using an old version of java, then I needed to install a new one, when I did it, the background of my game get really weird. it is not displaying the image as it is. I get only some vertical bars on screen. I was reading...
by nemezes
Fri Apr 05, 2019 5:59 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

the 2 players mode that I want to implement is working fine.

here is a video preview of the game (just one player): http://www.youtube.com/watch?v=1juF43JWcIU

the game is called Irmãos Aratu (aratu brothers).
by nemezes
Fri Apr 05, 2019 11:31 am
Forum: SGDK
Topic: ROM Bugs after delete 1 line [SOLVED]
Replies: 9
Views: 844

Re: ROM Bugs after delete 1 line

I don't understand what you expect from us.. I tested both ROM, and both appears to work. You didn't tell us what is not working anymore in the new ROM. Also you only provide the ROM so we cannot do anything from just : Hi, please help me, my rom not works correctly after I remove or comment 1 line...
by nemezes
Tue Feb 19, 2019 1:31 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

Not directly. The joyEventCB is universal for all controllers, but passes the index as a parameter. You can make your own jump table and fill it in and then do something like void setJoyEventCBEntry(u16 joy, eventCBEntry cb) { eventJT[joy] = cb; } void myJoyEventCB(u16 joy, u16 changed, u16 state) ...
by nemezes
Mon Feb 18, 2019 8:53 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

I use a lot the "sprite" example that came with SGDK to make my games, but now I figured out that using the functions JOY_setEventHandler(joyEvent); static void joyEvent(u16 joy, u16 changed, u16 state) { etc } it works for any controller. so if I have a one player game, but use those functions, if ...
by nemezes
Tue Feb 05, 2019 12:32 am
Forum: Demos
Topic: Ninja Mitsuo - platformer game with SGDK
Replies: 7
Views: 1451

Re: Ninja Mitsuo - platformer game with SGDK

Really nice!

Ansimuz knows how to pixel!! Great art! Ansimuz released an art pack called "warped city" that I think fits very good in a 16 bits mega drive game.
by nemezes
Tue Feb 05, 2019 12:29 am
Forum: SGDK
Topic: Slowdown and crash
Replies: 6
Views: 887

Re: Slowdown and crash

I should have seen it before.. you are using compressed sprites (with BEST compression which is very slow). Sprite engine will unpack and upload them on live so you'd better use FAST or NONE ;-) FAST compression has been developed for sprites :) I was going to talk about it. This was the same "prob...
by nemezes
Thu Dec 20, 2018 1:42 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

my bad, I was using VDP_init() after setting VDP_setScreenWidth320(), so VDP_setScreenWidth320() was taking no effect. :roll: EDIT: sorry, I thought, I corrected the problem, but still there. some sprites didnt show. I thought I corrected because it was sprites at bottom that did not show, but then ...
by nemezes
Wed Dec 19, 2018 6:17 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

Another small question. I wanna use about 70 sprites on screen, but I can only show 64. Is there a way to use more than 64? All the sprites are 16x16 pixels. I read some old doc of sgdk saying that only PAL can go to 80 sprites. I think 70 or 75 sprites will fit in the game. Is there a problem using...
by nemezes
Fri Nov 23, 2018 2:12 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 6284

Re: dealing with matrices (arrays)

Better to do it in this way: VDP_setWindowAddress(0xB000); VDP_setSpriteListAddress(0xBC00); VDP_setHScrollTableAddress(0xB800); VDP_setBPlanAddress(0xC000); VDP_setAPlanAddress(0xE000); VDP_setPlanSize(64, 64); Normally having the sprite table at 0xBC00 should be alright so i guess the problem is ...