Search found 20 matches

by lingh
Sun Dec 20, 2015 12:49 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167120

Re: Sega Genesis Dev Kit (SGDK)

Stef wrote:Doxygen is still there, in doc folder :)
Yes, i remember it from googlecode page, but i can't find doc folder in github master branch.

Oh, it seems you have dropbox links for different versions, and you put docs in them. But still, you can add doxygen.conf to master branch for manual generation.
by lingh
Sun Dec 20, 2015 6:43 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167120

Re: Sega Genesis Dev Kit (SGDK)

Stef, no more doxygen documentation?
Can you at least add doxygen conf file to the github?
by lingh
Sat Dec 20, 2014 3:50 am
Forum: Demos
Topic: Mode 7 demo for Genesis/MD
Replies: 63
Views: 212277

Wow, great demo.

Working in my flashcart, but with missing data (32k max for SRAM, I think).

Image Image
by lingh
Fri Jun 28, 2013 5:40 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167120

djcouchycouch, yep, overkill.

I want basic example, which you can port to your project or compile and quickly test on hardware.

--

False alarm.
Seems to be VSync problems, that's why I have tiny shutters.

Enable it in emulator - all ok. On TV it is also scrolls smooth.
by lingh
Fri Jun 28, 2013 5:10 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167120

Can somebody post example of smooth, endless vertical scrolling of plane (a or b) at 1px per frame?

I'm going crazy, can't pull it off.
by lingh
Wed Sep 26, 2012 2:40 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167120

djcouchycouch, do you add compiled lib to libmd.a?
by lingh
Sat Sep 15, 2012 5:54 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167120

Where Genny store constant data i use, for example - describe tile positions in background, in the ram? const u8 zone [11][16] = { {86, 86, 86, 86, 86, 86, 86, 4, 4, 86, 86, 86, 86, 86, 86, 86}, {86, 86, 86, 86, 36, 86, 88, 4, 4, 86, 86, 86, 86, 86, 86, 86}, {86, 86, 86, 88, 4, 4, 4, 4, 4, 86, 86, 8...
by lingh
Tue Sep 11, 2012 7:53 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167120

Joypad example doesnt work for me. It's detects correct only 3 and 6 button controllers. Mouse, Menacer and Justifier - unknown. JOY_getPortType doesn't help either. Is this works only on real hardware, no luck with emulators? -- Yep, just check out original compiled rom. Mouse support work, but whe...
by lingh
Sun Sep 09, 2012 3:27 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1167120

How should look like bmp file, to use it for font.
Char height, weight, space between char and their order.
by lingh
Sat Sep 08, 2012 3:26 pm
Forum: Demos
Topic: DDR like demo
Replies: 75
Views: 45032

I'm only playing with keyboard for the moment, so i don't realised if controls were good or not. It's very simple. You have left side with L D and right side with U R. And with current buttons map - it's nightmare. If you change mapping to L D B C, left side will be controlled with left side of joy...
by lingh
Sat Sep 08, 2012 3:02 pm
Forum: Demos
Topic: DDR like demo
Replies: 75
Views: 45032

Works ok now.

But i have my gameplay complaints.

Pixel perfect detection - not fun. Make it more forgiving.
And controls.

L D U R - L B U C

Make it - L D B C, it's more intuitively this way.
by lingh
Fri Sep 07, 2012 7:16 am
Forum: Demos
Topic: DDR like demo
Replies: 75
Views: 45032

Same bugs on my Asian PAL MD2. http://img109.imageshack.us/img109/9130/0907141049.th.png And if you continue to leaf right - it gets worse and worse. Similar bugs on RetroArch emulator. http://themaister.net/retroarch-dl/retroarch-win32-0.9.7.zip http://themaister.net/retroarch-dl/libretro-git-genpl...
by lingh
Fri Sep 07, 2012 3:32 am
Forum: SGDK
Topic: Help converting sprites to MD
Replies: 20
Views: 13251

Manveru Its all pretty simple. Look to my pseudocode. VDP_loadTileData (void, NUMBER_OF_INDEX_TO_LOAD_DATA, void, void); sonic.sp_sonic1.tile_attr = TILE_ATTR_FULL (void, void, void, void, NUMBER_OF_INDEX_TO_READ_DATA_FROM); sonic.sp_sonic1.link = LINK_NUMBER_TO_NEXT_SPRITE_TO_DRAW; VDP_setSpriteP ...
by lingh
Thu Sep 06, 2012 4:16 pm
Forum: SGDK
Topic: Help converting sprites to MD
Replies: 20
Views: 13251

Manveru

Change

Code: Select all

sonic.nbTiles = sp_parent_sonic.count; 
to

Code: Select all

sonic.nbTiles = (sp_parent_sonic.width >> 3) * (sp_parent_sonic.height >> 3); 
by lingh
Thu Sep 06, 2012 3:56 pm
Forum: SGDK
Topic: Help converting sprites to MD
Replies: 20
Views: 13251

Manveru well sprite loaded and look half descent, palette looks ok to.

Post code for drawing.