Search found 38 matches

by hotrodx
Wed Oct 16, 2019 8:56 am
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 5
Views: 85

Re: SGDK CodeBlocks Linux

I don't use Linux for SGDK development, but if it's anywhere similar to Windows, you should run the MAKE script, and not Compile or Build.

You might need to configure your IDE for include paths as well, if it has anything like Intellisense or Autocomplete.
by hotrodx
Mon Oct 14, 2019 1:15 pm
Forum: Demos
Topic: 31-Color Dual Plane Images
Replies: 4
Views: 248

Re: 31-Color Dual Plane Images

As I've used only vanilla Gimp to optimize the colors, I didn't derive it from the 512 color selection of the MegaDrive. I use a Gimp plugin called "python-fu-palette-change". I set it to 9bit color, but some colors don't really fit the MD totall palette. Gimp indexed palettes, on the other hand, ar...
by hotrodx
Sat Oct 12, 2019 12:28 pm
Forum: SGDK
Topic: Horizontal Scroll not showing all background image
Replies: 12
Views: 334

Re: Horizontal Scroll not showing all background image

If scrolling is still troubling you, I've altered the SGDK's "Sprite" example to do basic scrolling. (see attachment, scrolling.zip) Made the playfield wider (1280px wide) to see the effect. Also, removed the BEST compression for the tilemaps, as VDP_setMapEx is slower when decompressing data (too s...
by hotrodx
Sat Oct 12, 2019 8:16 am
Forum: Demos
Topic: 31-Color Dual Plane Images
Replies: 4
Views: 248

31-Color Dual Plane Images

Here's a demo of using two palettes on two planes, giving a maximum of 31 colors per tile. We do this by optimizing an image down to 31 indexed colors. We then copy it into two files. On the first image, we convert the last 15 colors of the palette into black. On the second image, we convert the fir...
by hotrodx
Sat Oct 12, 2019 6:42 am
Forum: SGDK
Topic: Horizontal Scroll not showing all background image
Replies: 12
Views: 334

Re: Horizontal Scroll not showing all background image

You are hardcoding the 63 into VDP_setMapEx. You shouldn't. It should be based on the offset converted into PLAN SPACE. Same goes for the 64+cont part, which should be also be based on the offset converted into TILEMAP SPACE. Also, note that you are subtracting your offset as you're supposed to go r...
by hotrodx
Thu Oct 10, 2019 12:55 am
Forum: Demos
Topic: Irmãos Aratu (Aratu Brothers) + shaolin carcará
Replies: 7
Views: 706

Re: Irmãos Aratu (Aratu Brothers) + shaolin carcará

Awesome.

irmãos Aratu reminds me of Altered Beast with comical graphics.

Shaolin Carcará reminds me Ghouls 'n Ghost, but with a Shaolin monk. Very good use of the MD's palette!
by hotrodx
Sun Oct 06, 2019 9:08 am
Forum: SGDK
Topic: Horizontal Scroll not showing all background image
Replies: 12
Views: 334

Re: Horizontal Scroll not showing all background image

I'm going to attempt to explain. I'll try to simplify as much. I'll only concentrate on horizontal scrolling. Assuming NTSC mode 320x224. In the VDP_setMapEx function, you can think of the x and y parameters as the PLAN TILE SPACE. So by default, SGDK assigns 64 tiles wide and 32 tiles high. With th...
by hotrodx
Sat Jul 27, 2019 6:58 am
Forum: SGDK
Topic: SGDK CodeBlocks Setup issues
Replies: 15
Views: 3679

Re: SGDK CodeBlocks Setup issues

This is most likely a backslash/forwardslash issue in the environment. For GDK, it's forward slash. For GDK_WIN, it's backslash. So in your case: GDK=C:/games/Sega_Genesis/Dev/SGDK-master GDK_WIN=C:\games\Sega_Genesis\Dev\SGDK-master Go to the command line, and enter SET to check your current values.
by hotrodx
Sat May 18, 2019 12:50 pm
Forum: Blabla
Topic: Gradius III for SNES patched to use SA-1
Replies: 0
Views: 628

Gradius III for SNES patched to use SA-1

Gradius III has been patched to use the SA-1 enhancment chip. This fixes the frequent slow downs on the original release. See https://github.com/VitorVilela7/SA1-Root/tree/master/Gradius-III . Konami would later release a version of Parodius on the SNES using the SA-1 to avoid the slowdowns that the...
by hotrodx
Wed May 15, 2019 3:07 am
Forum: SGDK
Topic: Weird problem with sprites
Replies: 5
Views: 1548

Re: Weird problem with sprites

Looking at Blastem's VRAM viewer, the sprites do seem get overwritten when running MD mode on the first run. Not a full-on fix, but I removed the FAST compression in your sprite.res so that it loads the sprite data linearly. On my test, the rockets now appear correctly in MD mode on first run. If yo...
by hotrodx
Wed May 08, 2019 5:05 pm
Forum: Blabla
Topic: Strong Buzz for new Amstrad CPC game
Replies: 11
Views: 1176

Strong Buzz for new Amstrad CPC game

There's a big hype among Amstrad CPC fans for a new racing game called "Vespertino". See their teaser here: https://www.youtube.com/watch?v=YAcd47eUZF4

This is being made by the guys who made the Batman Forever Demoscene: https://www.youtube.com/watch?v=YJosZfm560Q
by hotrodx
Mon Apr 29, 2019 10:19 am
Forum: SGDK
Topic: Java-based rescomp not picking up flipped tiles?
Replies: 5
Views: 868

Re: Java-based rescomp not picking up flipped tiles?

Thanks!

EDIT: Confirmed working
by hotrodx
Mon Apr 29, 2019 9:24 am
Forum: SGDK
Topic: Java-based rescomp not picking up flipped tiles?
Replies: 5
Views: 868

Re: Java-based rescomp not picking up flipped tiles?

Here is the image. Works on old rescomp.
by hotrodx
Sun Apr 28, 2019 7:46 am
Forum: SGDK
Topic: Java-based rescomp not picking up flipped tiles?
Replies: 5
Views: 868

Java-based rescomp not picking up flipped tiles?

I just recently tried switching to the Java-based rescomp. The new resulting IMAGE I am using now had garbage tiles (where it didn't have before on standalone rescomp). Upon inspecting the VRAM, I noticed that the flipped tiles were no longer optimized, resulting in spilling over the allotted Plane ...
by hotrodx
Mon Apr 22, 2019 7:48 pm
Forum: SGDK
Topic: MEM_alloc
Replies: 7
Views: 1181

Re: MEM_alloc

I'm trying to decipher what you mean. If you were trying to push reset on the Genny, that's the equivalent of a Soft Reset. Variables are not re-initialized on soft resets. To do a "hard reset", replace you main function like this: int main(u16 hard) { if (!hard) { SYS_hardReset(); } // rest of the ...