Search found 2792 matches

by Chilly Willy
Tue Oct 29, 2019 2:16 pm
Forum: SGDK
Topic: SGDK Installation - Multiple Target Patterns error
Replies: 3
Views: 205

Re: SGDK Installation - Multiple Target Patterns error

Move the bin path for SGDK to before the gcc path in the PATH environment variable.
by Chilly Willy
Mon Oct 28, 2019 3:12 pm
Forum: Cartridge
Topic: Designing MD sdcard flashcart for fun, advice?
Replies: 7
Views: 595

Re: Designing MD sdcard flashcart for fun, advice?

Well, it seems a bit overly complicated for what you want, but it should work. It'll be interesting to see how it comes along.
by Chilly Willy
Sun Oct 27, 2019 2:54 pm
Forum: Cartridge
Topic: Designing MD sdcard flashcart for fun, advice?
Replies: 7
Views: 595

Re: Designing MD sdcard flashcart for fun, advice?

Yeah, large SRAM are pricey. If you get a fast enough PSRAM, you can hide any refresh delay in the 68000 bus cycle, so many carts use that instead to keep the price down... or flat out use DRAM as it's even cheaper, and again hide the refresh in the 68000 cycle somewhere. If you can push the flash t...
by Chilly Willy
Sun Oct 27, 2019 1:51 am
Forum: SGDK
Topic: SGDK Installation - Multiple Target Patterns error
Replies: 3
Views: 205

Re: SGDK Installation - Multiple Target Patterns error

You need to follow the steps precisely. Skipping any or doing them incorrectly will cause problems. If you follow them precisely, it will work - I set up and ran the Windows version a little while back when figuring out why the light gun support got broken, and I can assure you, those directions do ...
by Chilly Willy
Sun Oct 27, 2019 1:36 am
Forum: Cartridge
Topic: Designing MD sdcard flashcart for fun, advice?
Replies: 7
Views: 595

Re: Designing MD sdcard flashcart for fun, advice?

Writing the loaded game to flash every time will eventually make the flash go bad. One bad bit and potentially (depending on where the bad bit is) it becomes useless. That's why carts that load from SD load into ram, not flash. It would also be horrifically slow.
by Chilly Willy
Mon Oct 21, 2019 6:01 pm
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 9
Views: 611

Re: SGDK CodeBlocks Linux

Well, right off the bat, Ctrl-P is not print. There are others...

While I'm not adverse to learning custom key mappings, to do so just for a text editor automatically gives it a strike.
by Chilly Willy
Sat Oct 19, 2019 1:09 pm
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 9
Views: 611

Re: SGDK CodeBlocks Linux

My issue with sublime is the use of non-standard control keys. That was one of the things that drew me to Geany in the first place. This isn't the 1980s - key combos have been standardized for decades now.
by Chilly Willy
Wed Oct 16, 2019 1:08 pm
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 9
Views: 611

Re: SGDK CodeBlocks Linux

I was going to say, if the Build icon isn't working, click the triangle next to it and select Make All. After doing that once, clicking on Build did that afterwards. Technically, the only things I set were the Make and the Execute as they were all I needed for this. So you need to make sure you are ...
by Chilly Willy
Tue Oct 15, 2019 8:44 pm
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 9
Views: 611

Re: SGDK CodeBlocks Linux

Can't help with CodeBlocks, but I can help with Geany. Geany is a lighter editor... comparable to CodeLite. In Geany, go to the Build menu and select Set Build Commands. Then in the Independent Commands, for Make, set the command field to "export GENDEV=/opt/gendev; make -f $GENDEV/sgdk/mkfiles/make...
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: 8
Views: 681

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: 4
Views: 663

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: 497

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: 2091

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: 497

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: 20
Views: 1897

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...