Search found 7 matches

by masteries
Tue Nov 17, 2020 11:22 am
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 4506

Re: Play wav music and sound effect

The problem with using up all 8MB comes from the fact that it breaks if a Mega CD is plugged in, whether it's being used or not (because the Mega CD will try to respond to its own range). This is true for stuff like Wondermega and CDX as well. There's a theory that manipulating /CART on the fly cou...
by masteries
Fri Nov 13, 2020 1:27 pm
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 4506

Re: Play wav music and sound effect

Yeah of course you can, you just need a 8 MB ROM cart for that and it is not recommended to use flat mapping as it eats extension memory space but if don't care about it... Thanks Stef! The intention is to insert as many stuff I can into a single 8 MB ROM chip; and use the game cartridge on a plain...
by masteries
Fri Nov 13, 2020 9:57 am
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 4506

Re: Play wav music and sound effect

Actually you can use rom up to 8 MB (even 10 MB with a bit of extra hardware) without bank switching but if you do it, you are not anymore compatible with Sega CD nor 32X addon. Also you need a specific emulator to handle large rom like that. Bank switch is the safe and official way to go for rom a...
by masteries
Wed Sep 09, 2020 3:09 pm
Forum: SGDK
Topic: Tiles allocation - For tilemap and sprites
Replies: 2
Views: 1238

Re: Tiles allocation - For tilemap and sprites

Sprites tiles are allocated by the sprite engine so using SPR_initEx(..) allow you to define the VRAM allocated for sprite tile data. Unfortunately you cannot easily free font tiles, so what you can do is to erase it with fixed tiles used for HUD or any others static stuff for instance. Thanks Stef...
by masteries
Mon Sep 07, 2020 10:11 am
Forum: SGDK
Topic: Tiles allocation - For tilemap and sprites
Replies: 2
Views: 1238

Tiles allocation - For tilemap and sprites

Greetings, I am dealing with huge detailed dinamically loaded maps (each time you advanced 8 pixels, its a horizontal scrolled game, the backward tilemap column is updated with new tiles and displayed as the new forward column). But I detected I don´t have enough tilemap memory for 320x208 screen (t...
by masteries
Wed Sep 02, 2020 12:19 pm
Forum: SGDK
Topic: Presentation and some questions regarding very detailed tilemaps
Replies: 1
Views: 806

Re: Presentation and some questions regarding very detailed tilemaps

I solved the problem with very high detailed tilemaps using Retro Graphics Toolkit and Matlab,
by masteries
Mon Aug 17, 2020 10:39 am
Forum: SGDK
Topic: Presentation and some questions regarding very detailed tilemaps
Replies: 1
Views: 806

Presentation and some questions regarding very detailed tilemaps

Greetings friends using SGDK, I am Masteries, a new user to SGDK. At first I want to give thanks for the existence of this C language based programming environment for MD / Genesis. I am using SGDK as a porting tool for some Atari STE targeted games I am working on, as an example, these sort of thin...