Search found 2783 matches

by Chilly Willy
Sat Oct 12, 2019 7:42 pm
Forum: SGDK
Topic: Sprite half in front of PLAN_A and the other half behind.
Replies: 7
Views: 147

Re: Sprite half in front of PLAN_A and the other half behind.

cloudstrifer wrote:
Sat Oct 12, 2019 1:01 am
I don't know how to change depth of specific tile.
Most significant bit of the tile entry in the map is the priority bit.
by Chilly Willy
Sat Oct 12, 2019 7:34 pm
Forum: Demos
Topic: 31-Color Dual Plane Images
Replies: 3
Views: 146

Re: 31-Color Dual Plane Images

Nice slideshow. Those images converted rather well. It's clearly better than 16 color. Even better than many images I've seen that use two palettes, but only one plane (which means only 16 colors in each tile).
by Chilly Willy
Tue Oct 08, 2019 4:23 pm
Forum: SGDK
Topic: Help with crash
Replies: 5
Views: 175

Re: Help with crash

You want to use PC for addr2line, not the faulting ADDR. The faulting address is clearly trash loaded from somewhere unintended - an unset pointer, an out of range array, whatever. You want to look at the code at the PC to see what it was doing when it loaded A0 so you can find it in your code to de...
by Chilly Willy
Mon Oct 07, 2019 2:33 pm
Forum: SGDK
Topic: Test Sprite Collision Flag
Replies: 8
Views: 1820

Re: Test Sprite Collision Flag

You know you're setting all the hblank stuff every single time through the loop? Not good. Set once, then do the main loop. The reason you check it every few lines is because you only know if sprites collided, not which ones. If you check it once per frame, you give yourself no extra info since the ...
by Chilly Willy
Sun Oct 06, 2019 1:58 pm
Forum: SGDK
Topic: Help with crash
Replies: 5
Views: 175

Re: Help with crash

A0 clearly got loaded with the wrong value. Why is the question, and could have many answers. You'll need to find the code where a0 is getting loaded and find where it got off.
by Chilly Willy
Sun Oct 06, 2019 1:52 pm
Forum: Controls
Topic: New device letters
Replies: 19
Views: 476

Re: New device letters

But it's not meant to be read. In the normal course of things, no one knows about the fields of the rom header but the programmers. It's certainly not displayed anywhere with real hardware. Because Sega used letters for a few things instead of binary values, emulators and loaders sometimes will show...
by Chilly Willy
Sat Oct 05, 2019 4:42 pm
Forum: Controls
Topic: New device letters
Replies: 19
Views: 476

Re: New device letters

There might have been another suit over the connector, but I couldn't find anything on it if there was. Yes, Atari was in a rough place at that time and desperate for money. The Saturn manuals detail how to do direct access to the controllers from the SH2, but I don't see why you'd want to waste val...
by Chilly Willy
Fri Oct 04, 2019 2:10 pm
Forum: Controls
Topic: New device letters
Replies: 19
Views: 476

Re: New device letters

The lawsuit with Sega was over horizontal scrolling, which Sega lost. Nintendo settled with Atari on the same thing out of court. The controller lawsuit from Atari was against Commodore in the 80s, and was NOT about the connector, it was about the shape of the controller itself. Atari had a design p...
by Chilly Willy
Thu Oct 03, 2019 11:14 pm
Forum: Controls
Topic: New device letters
Replies: 19
Views: 476

Re: New device letters

Ok, so you support the Saturn stuff in your game ? How would the MD port pins be connected to the Saturn port ? I'm not sure any standard exists... The Saturn has the same lines as the MD, just a different connector. Using Saturn controllers on the MD is as easy as splicing two extension cables tog...
by Chilly Willy
Wed Oct 02, 2019 2:28 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 225

Re: SRAM read / write

On my 32X stuff, I have the SRAM functions in 68k ram, so I don't have an issue. I also disable ints, and set RV to halt the SH2s if they attempt to read the cart. Having the functions in ram isn't a big deal with 32X stuff if it's more 32X and less MD in the coding. :lol: If you're making a MD game...
by Chilly Willy
Tue Oct 01, 2019 10:03 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 225

Re: SRAM read / write

It can be controlled with the linker script and custom sections, or putting the functions in ram, or in sega.s, or any number of ways. Or ignored since no one is going to make an SGDK game with more than 2M of code... until someone does. :lol: But that's why I was mentioning the issue now. Better to...
by Chilly Willy
Tue Oct 01, 2019 5:19 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 225

Re: SRAM read / write

Having any of the enable, read, write, or disable code not below 0x200000 or in ram would be fatal. What good is enable/disable is read/write still bombs? That said, if code always comes first (even for libraries linked at the end), it's unlikely you'll have any programs with more than 2M of code. P...
by Chilly Willy
Tue Oct 01, 2019 2:56 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 12
Views: 225

Re: SRAM read / write

And remember that the code to read/write the sram should be in either work ram or rom below 0x200000, and if you have any interrupts that use code or data above 0x200000, you need to disable ints before you enable the sram, then re-enable ints after you disable the sram. EDIT: Stef, that reminds me....
by Chilly Willy
Tue Oct 01, 2019 2:50 pm
Forum: Controls
Topic: New device letters
Replies: 19
Views: 476

Re: New device letters

I also like the idea of lower case for Saturn peripherals. And yes, absolutely nothing in the header matters in the slightest for actual hardware other than the "SEGA" at 0x100, and that's only if you don't have hardware on your cart that allows bypassing the TMS protection like Jorge's carts.
by Chilly Willy
Sun Sep 22, 2019 5:56 pm
Forum: Demos
Topic: Hyrule in Megadrive/Genesis
Replies: 13
Views: 2530

Re: Hyrule in Megadrive/Genesis

I certainly hope you're talking about in the game as none of that applies to Mars in real life. :lol: Assuming Mars had a reasonably thick atmosphere that humans could breath, the only difference between Earth and Mars during the day would be the absolute brightness, and Mars has an intensity that's...