Search found 69 matches
- Thu Mar 08, 2018 4:14 am
- Forum: SGDK
- Topic: Transparent WINDOW
- Replies: 5
- Views: 5411
Re: Transparent WINDOW
Window replaces Plane A, so they cannot be drawn over the same area at the same time. It is a limitation of the VDP. I believe sonic uses sprites for the HUD.
- Sat Sep 16, 2017 5:34 pm
- Forum: SGDK
- Topic: SGDK and Visual Studio Code template
- Replies: 13
- Views: 16196
Re: SGDK and Visual Studio Code template
Notice how it shows E:SGDK/MD.ld. I'm guessing your GDK environment variable is E:\SGDK, but needs to be E:/SGDK. Some of these programs think a backslash is an escape character instead of a path separator.
- Wed Sep 13, 2017 7:29 pm
- Forum: SGDK
- Topic: Slow XGA playback on PAL
- Replies: 6
- Views: 7125
Re: Slow XGA playback on PAL
Z80_loadDriver() sets the tempo lower on PAL
Code: Select all
// define default tempo
if (IS_PALSYSTEM) SND_setMusicTempo_XGM(50);
else SND_setMusicTempo_XGM(60);
- Fri Sep 08, 2017 1:13 pm
- Forum: SGDK
- Topic: How use PLAN_WINDOW for sgdk
- Replies: 9
- Views: 11010
Re: How use PLAN_WINDOW for sgdk
That happened because SGDK uses 0xB800 and 0xBC00 for the sprite list and horizontal scroll table by default, clobbering the bottom half of the PLAN_WINDOW.
If you are only using 64x32 plane size instead of 64x64 setting the window plane to 0xD000 should be fine. If you are using the default 64x64 ...
If you are only using 64x32 plane size instead of 64x64 setting the window plane to 0xD000 should be fine. If you are using the default 64x64 ...
- Wed Sep 06, 2017 8:11 pm
- Forum: SGDK
- Topic: Slow XGA playback on PAL
- Replies: 6
- Views: 7125
Re: Slow XGA playback on PAL
Try this:
XGM_setMusicTempo(60);
To test you can modify your header temporarily to just have "E" in region, then emulators should run it at 50hz.
XGM_setMusicTempo(60);
To test you can modify your header temporarily to just have "E" in region, then emulators should run it at 50hz.
- Fri Sep 01, 2017 2:17 pm
- Forum: SGDK
- Topic: Rescomp in CodeBlocks
- Replies: 2
- Views: 3518
Re: Rescomp in CodeBlocks
It creates a tileset and tilemap, and in your case looks like it compresses both.
- Wed Aug 23, 2017 5:12 pm
- Forum: Tools
- Topic: Update your Genesis/32X Toolchain!
- Replies: 110
- Views: 207901
Re: Update your Genesis/32X Toolchain!
Here's what I do.
Make a global byte somewhere in the assembly where you declare your variables (pasting this before ".section.keepboot" in sega.s will work).
.section .data
.globl vblank
vblank: ds.b 1
Point the VInt vector to this. All it does is clear the byte.
VerticalInt:
clr.b (vblank ...
Make a global byte somewhere in the assembly where you declare your variables (pasting this before ".section.keepboot" in sega.s will work).
.section .data
.globl vblank
vblank: ds.b 1
Point the VInt vector to this. All it does is clear the byte.
VerticalInt:
clr.b (vblank ...
Re: GCC 7
Well apparently, --disable-multilib was what I was missing. Thanks for the link, forgot Saturn had one of those things too.
GCC 7
I'm having some issues getting any GCC newer than 4.x to build libgcc for SH. Gendev also had this issue if you tried to use a newer GCC than it used (4.8.6 I think) back when it supported 32X.
The error:
/home/grind/marsdev/toolchain/gcc-7.2.0/build/./gcc/xgcc -B/home/grind/marsdev/toolchain/gcc ...
The error:
/home/grind/marsdev/toolchain/gcc-7.2.0/build/./gcc/xgcc -B/home/grind/marsdev/toolchain/gcc ...
- Tue Aug 15, 2017 3:47 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1481864
Re: Sega Genesis Dev Kit (SGDK)
Overwrite your old sega.s with the new one in 1.2+
Re: SPRITES
Do you have an include for "name_of_res_file.h"? Rescomp generates that header based on the .res.
- Mon Jun 19, 2017 5:26 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 853
- Views: 1481864
Re: Sega Genesis Dev Kit (SGDK)
Really cool stuff with the LTO, seems to work fine with Gendev as well with -flto/-fuse-linker-plugin.
For those who still want to generate a symbol table:
PLUGIN=$(GENDEV)/m68k-elf/libexec/gcc/m68k-elf/6.3.0
symbol.txt: MYROM.bin
$(NM) --plugin=$(PLUGIN)/liblto_plugin.so -n MYROM.elf > symbol ...
For those who still want to generate a symbol table:
PLUGIN=$(GENDEV)/m68k-elf/libexec/gcc/m68k-elf/6.3.0
symbol.txt: MYROM.bin
$(NM) --plugin=$(PLUGIN)/liblto_plugin.so -n MYROM.elf > symbol ...
- Wed Apr 19, 2017 11:57 am
- Forum: SGDK
- Topic: ROM vs RAM
- Replies: 2
- Views: 3275
Re: ROM vs RAM
All global variables are loaded into RAM unless they are declared const. If you are using SGDK the boot/sega.s file loads that stuff for you on startup or a hard reset.
I've never had to modify a SpriteDefinition, which rescomp creates as const (so ROM). There is probably a much better way to do ...
I've never had to modify a SpriteDefinition, which rescomp creates as const (so ROM). There is probably a much better way to do ...
- Sun Nov 06, 2016 12:01 am
- Forum: SGDK
- Topic: Starting a fade in/out sometimes crashes on hardware
- Replies: 9
- Views: 6962
Re: Starting a fade in/out sometimes crashes on hardware
Oh I see, I misunderstood how VDP_waitVSync works. I thought disabling interrupts might make it loop indefinitely, but the vblank flag it checks seems to be changed regardless.
- Sat Nov 05, 2016 8:39 pm
- Forum: SGDK
- Topic: Starting a fade in/out sometimes crashes on hardware
- Replies: 9
- Views: 6962
Re: Starting a fade in/out sometimes crashes on hardware
I tried putting this into my title screen loop, and it doesn't seem to freeze the game at all (ate controller inputs though).
SYS_disableInts();
VDP_waitVSync();
VDP_waitVSync seems to re-enable interrupts (or at least just VInt), so maybe it would be just fine to leave it the way it is, and ...
SYS_disableInts();
VDP_waitVSync();
VDP_waitVSync seems to re-enable interrupts (or at least just VInt), so maybe it would be just fine to leave it the way it is, and ...