Search found 53 matches
- Thu Apr 27, 2023 5:27 pm
- Forum: SGDK
- Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
- Replies: 5
- Views: 70534
Re: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
Indeed this is impossible to do it like that as sprite tiles need to be contiguous in VRAM. you need to split your sprite in small 8x8 pixels sprite if you want to use not contiguous tiles. Ok, as I supposed in the post : " As well, if this can't be done due to sprite tiles need to be read sequenti...
- Fri Apr 21, 2023 8:57 pm
- Forum: SGDK
- Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
- Replies: 5
- Views: 70534
Re: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
SGDK does allow to define manually where are the tiles to use for sprites by using the following function : SPR_setVRAMTileIndex(sprite, tileIndex); You can use a dummy spriteDefinition with a single 8x8 sprite or 16x8 depending the sprite size you need so you create the sprites using these spriteD...
- Wed Apr 19, 2023 4:22 pm
- Forum: SGDK
- Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
- Replies: 5
- Views: 70534
Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
Greetings, Here we come with a very specific, but VRAM saving need We have some tiles to be used as HUD elements for a dual player game, these tiles consist in 4 icons and numbers from 0 to 9 As HUD elements on screen we desire: -A sprite that represents the number of lives and number of special wea...
- Tue Oct 11, 2022 11:11 am
- Forum: SGDK
- Topic: How to duplicate sprites using VRAM tiles once?
- Replies: 5
- Views: 58767
Re: How to duplicate sprites using VRAM tiles once?
Thanks for the code sample, now it is clear!
This solution will be applied for debris and explosions.
This solution will be applied for debris and explosions.
- Mon Oct 10, 2022 3:33 pm
- Forum: SGDK
- Topic: How to duplicate sprites using VRAM tiles once?
- Replies: 5
- Views: 58767
Re: How to duplicate sprites using VRAM tiles once?
You can do that by using SPR_setVRAMTileIndex(..) so you define where the sprite tiles are located in VRAM. You have this function SPR_loadAllFrames(..) function which load all frames of a SpriteDefinition so you can easily share the tile indexes along several sprites then. The sonic sample show an...
- Sun Oct 09, 2022 5:05 pm
- Forum: Cartridge
- Topic: Custom cartridge - Needed signals and byte ordering
- Replies: 1
- Views: 36922
Custom cartridge - Needed signals and byte ordering
Greetings, We are planning to develop a custom cartridge, with some embedded electronics to resemble a ROM memory. Writing is planned to be performed via address lines, specific addresses act as commands, that provides x bits of data, without use D0-D15 as input. As well, data retrieval is performed...
- Fri Sep 30, 2022 12:15 pm
- Forum: SGDK
- Topic: How to duplicate sprites using VRAM tiles once?
- Replies: 5
- Views: 58767
Re: How to generate Horizontal & Vertical mirrored based sprites from a "father" sprite?
The question can be simplified as:
How to share the graphical data for a set of sprites?
Where only one of the sprites update its tiles, and other ones only perform some flag changes, such H mirror and so on.
How to share the graphical data for a set of sprites?
Where only one of the sprites update its tiles, and other ones only perform some flag changes, such H mirror and so on.
- Wed Sep 28, 2022 8:57 am
- Forum: SGDK
- Topic: How to duplicate sprites using VRAM tiles once?
- Replies: 5
- Views: 58767
How to duplicate sprites using VRAM tiles once?
Let me explain, using some images: https://i.ibb.co/X4ZcSbM/Question1.png Currently, we are searching for a way to create composed animated sprites, where the second, third and fourth sprite use the graphical data from the first sprite, using the same VRAM tiles, but horizontally mirrored, verticall...
- Sun Jul 24, 2022 11:51 am
- Forum: SGDK
- Topic: Form day to night, impossible to compile. gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found
- Replies: 2
- Views: 6914
Re: Form day to night, impossible to compile. gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not foun
Yes, as you pointed, it was a really hidden .s file
Solved via manual deleting of the file,
Thanks!
- Sat Jul 16, 2022 6:49 pm
- Forum: SGDK
- Topic: Form day to night, impossible to compile. gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found
- Replies: 2
- Views: 6914
Form day to night, impossible to compile. gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found
Greetings,
From day to night, when I need to compile it shows this message:
gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found
What happens?
Thanks,
From day to night, when I need to compile it shows this message:
gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found
What happens?
Thanks,
- Thu Jun 30, 2022 10:36 am
- Forum: Demos
- Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
- Replies: 9
- Views: 11440
Re: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
I released the first beta ROM version for Megadrive / Genesis,
Download at video description:
https://www.youtube.com/watch?v=wDpg9luIOtM
Download at video description:
https://www.youtube.com/watch?v=wDpg9luIOtM
- Thu Jun 30, 2022 10:33 am
- Forum: Demos
- Topic: 2.5D engine demo for Megadrive/Genesis
- Replies: 9
- Views: 15940
Re: 2.5D engine demo for Megadrive/Genesis
Congratulations, it looks very promising!
- Mon Jun 13, 2022 2:01 pm
- Forum: Demos
- Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
- Replies: 9
- Views: 11440
Re: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
Release date is near,
Meanwhile, a debug video, sprite collision testing:
https://www.youtube.com/watch?v=ROMCReXx_Zk
Meanwhile, a debug video, sprite collision testing:
https://www.youtube.com/watch?v=ROMCReXx_Zk
- Wed Feb 16, 2022 4:56 pm
- Forum: Demos
- Topic: 2.5D engine demo for Megadrive/Genesis
- Replies: 9
- Views: 15940
Re: 2.5D engine demo for Megadrive/Genesis
Congratulations! It looks great!
- Wed Feb 16, 2022 4:55 pm
- Forum: Megadrive/Genesis
- Topic: 10 MB Flat cart using discrete logic
- Replies: 13
- Views: 36689
Re: 10 MB Flat cart using discrete logic
Thanks for your effort, very interesting,
Please, when you reached final design, share with us
10 MB is a must for very high detailed games,
Please, when you reached final design, share with us
10 MB is a must for very high detailed games,