Search found 336 matches

by matteus
Sun Sep 10, 2017 12:14 pm
Forum: SGDK
Topic: sprintf issues
Replies: 5
Views: 1012

Re: sprintf issues

Um, what? o_O Kind of hard to even discuss if you don't even say what's wrong with sprintf. Also: all strcpy does is copy a string, while sprintf does a tad more (like converting numbers into strings, aligning text, etc.). Also sprintf is useful if you're concatenating more than two strings, or pos...
by matteus
Sun Sep 10, 2017 9:42 am
Forum: SGDK
Topic: sprintf issues
Replies: 5
Views: 1012

sprintf issues

I gather there are problems with sprintf? I wondered what the alternative way to do this would be? strcpy?
by matteus
Wed Sep 06, 2017 8:02 pm
Forum: SGDK
Topic: Slow XGA playback on PAL
Replies: 6
Views: 1111

Slow XGA playback on PAL

Hi,
Just wanted to report that people playing XGA on my FMVs on PAL systems are experiencing slow playback :(

Is this a known bug? Or is there some sort of flag for PAL systems?

Matt
by matteus
Fri Sep 01, 2017 8:11 pm
Forum: SGDK
Topic: Rescomp in CodeBlocks
Replies: 2
Views: 677

Re: Rescomp in CodeBlocks

Ahh! Thought it might be the tilemap and the tileset :) Thanks Grind
by matteus
Fri Sep 01, 2017 1:53 pm
Forum: SGDK
Topic: Rescomp in CodeBlocks
Replies: 2
Views: 677

Rescomp in CodeBlocks

I just wanted to confirm what Rescomp does with each image, I've noticed multiple lines in the output dialogue: --> executing plugin IMAGE... Executing java -jar C:\SGDK\bin/lz4w.jar p "pack.in" "pack.out" -s Packed with LZ4W, original size = 9280 compressed to 5096 (54.9138 %) Executing java -jar C...
by matteus
Thu Aug 17, 2017 10:13 pm
Forum: SGDK
Topic: ROM padding question
Replies: 22
Views: 2841

Re: ROM padding question

Okay I was using the HEX editor in Notepad++ which clearly isn't that great! Now download Frhed :)
by matteus
Thu Aug 17, 2017 10:05 pm
Forum: SGDK
Topic: ROM padding question
Replies: 22
Views: 2841

Re: ROM padding question

Sorry TYPO! last address in the ROM file is 003ffff0. I know zero about hex and ROM addresses so feel free to give me a bit of an education in them!

So addresses $3EE80 to $3FFFF0
by matteus
Thu Aug 17, 2017 1:39 pm
Forum: SGDK
Topic: ROM padding question
Replies: 22
Views: 2841

Re: ROM padding question

From Address 003ee4e0 to 00effff0 its nothing but "00"
by matteus
Thu Aug 17, 2017 9:28 am
Forum: SGDK
Topic: ROM padding question
Replies: 22
Views: 2841

Re: ROM padding question

Stef... really now lol I'm crap at that stuff :D lol okay what hex editor should I use? :)
by matteus
Thu Aug 17, 2017 9:04 am
Forum: SGDK
Topic: ROM padding question
Replies: 22
Views: 2841

ROM padding question

My Sonic Mania FMV ROM is 4,096KB. I removed 10 216x120 images of black from the ROM and the size was still 4,096KB is there any way of knowing what the true size is and how much space I have left? I'd like to try and squeeze a VGM file in if I can :D
by matteus
Wed Aug 16, 2017 9:31 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 789
Views: 346512

Re: Sega Genesis Dev Kit (SGDK)

Has the sprintf broken? ||=== Build: default in SonicMania (compiler: Sega Genesis Compiler) ===| C:\SGDK\src\string.c||In function 'sprintf.constprop':| C:\SGDK\src\string.c|638|warning: second parameter of 'va_start' not last named argument [-Wvarargs]| ||=== Build finished: 0 error(s), 1 warning(...
by matteus
Tue Aug 15, 2017 10:28 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 789
Views: 346512

Re: Sega Genesis Dev Kit (SGDK)

Thanks that fixed my problem :)
by matteus
Tue Aug 15, 2017 3:27 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 789
Views: 346512

Re: Sega Genesis Dev Kit (SGDK)

I'm getting an error on compile: (.text+0x1c): undefined reference to `_hard_reset'

I read something vaguely about this further back in the thread. Has it been fixed?

I'm using version 130.
by matteus
Tue Aug 15, 2017 2:44 pm
Forum: Demos
Topic: Sonic Mania FMV Intro Demo
Replies: 0
Views: 2189

Sonic Mania FMV Intro Demo

I've been working to port the Sonic Mania intro to the md. I've just managed to get it to the point where the entire intro fits into a single rom. I think I can shave about another 70KB off by removing some solid black frames, so there maybe an opportunity to add a VGM file! I've not tested on real ...
by matteus
Thu Apr 27, 2017 9:27 pm
Forum: SGDK
Topic: pause a sprite?
Replies: 2
Views: 909

pause a sprite?

How can I pause a sprite animation on the last frame and stop it looping?