But I can't find this function
Search found 172 matches
- Sun Dec 05, 2021 12:49 pm
- Forum: SGDK
- Topic: Sprites are not loaded in new version SGDK
- Replies: 4
- Views: 14008
Re: Sprites are not loaded in new version SGDK
- Sat Dec 04, 2021 1:38 pm
- Forum: SGDK
- Topic: Sprites are not loaded in new version SGDK
- Replies: 4
- Views: 14008
Sprites are not loaded in new version SGDK
Compile with old version
https://media.giphy.com/media/mEyRMlrIdEyo86lDYi/giphy.gif
and at new version
https://media.giphy.com/media/QGrTG644jvyVMsvMHM/giphy.gif
code:
#include <genesis.h>
#include "maths.h"
//#include "vdp_pal.h"
#include "Alice.h"
#include "globalvar.h"
#include "gfx.h ...
https://media.giphy.com/media/mEyRMlrIdEyo86lDYi/giphy.gif
and at new version
https://media.giphy.com/media/QGrTG644jvyVMsvMHM/giphy.gif
code:
#include <genesis.h>
#include "maths.h"
//#include "vdp_pal.h"
#include "Alice.h"
#include "globalvar.h"
#include "gfx.h ...
- Mon Mar 23, 2020 8:39 pm
- Forum: SGDK
- Topic: build error when trying Set_Palette
- Replies: 2
- Views: 4582
- Mon Mar 23, 2020 6:52 pm
- Forum: SGDK
- Topic: build error when trying Set_Palette
- Replies: 2
- Views: 4582
build error when trying Set_Palette
please, help!
SGDK 1.41
My program compiles successfully, but when I add to the code VDP_setPalette(PAL0, floor1.palette->data) an error occurs at the build process
Build log:
^
C:\Users\ALKO\AppData\Local\Temp\cciQpyUe.ltrans4.ltrans.o: In function `VDP_setPalette':
<artificial>:(.text+0x896 ...
SGDK 1.41
My program compiles successfully, but when I add to the code VDP_setPalette(PAL0, floor1.palette->data) an error occurs at the build process
Build log:
^
C:\Users\ALKO\AppData\Local\Temp\cciQpyUe.ltrans4.ltrans.o: In function `VDP_setPalette':
<artificial>:(.text+0x896 ...
- Wed Jan 30, 2019 6:51 pm
- Forum: SGDK
- Topic: Need fast tile-rendering
- Replies: 13
- Views: 11410
Re: Need fast tile-rendering
I saw this example
but for me it will be difficult remade math to limited variables fix16
And I still do not understand how to translate linear addressing of tiles into XY-coordinates
but for me it will be difficult remade math to limited variables fix16
And I still do not understand how to translate linear addressing of tiles into XY-coordinates
- Tue Jan 29, 2019 7:40 pm
- Forum: SGDK
- Topic: Need fast tile-rendering
- Replies: 13
- Views: 11410
Re: Need fast tile-rendering
I want to do tiled raycasting on SMD, but i'm not programmer.
Can anyone help me?

Can anyone help me?

- Sat Jan 26, 2019 9:11 pm
- Forum: SGDK
- Topic: Need fast tile-rendering
- Replies: 13
- Views: 11410
Re: Need fast tile-rendering
How to convert this linear addressing to X Y coordinates?Stef wrote: Thu Jan 24, 2019 9:40 am The last method given by mix256 is almost the fastest, here is my code to reach 60 FPS (just a bit above it), i needed to simplify the random() method and use a longer map to do a single DMA transfer :
- Thu Jan 24, 2019 6:33 am
- Forum: SGDK
- Topic: Need fast tile-rendering
- Replies: 13
- Views: 11410
Need fast tile-rendering
15 frames per second by this code:
#include <genesis.h>
int main()
{
SYS_disableInts();
VDP_setScreenWidth320();
VDP_setScreenHeight224();
SYS_enableInts();
while (TRUE)
{
VDP_showFPS(TRUE);
for (int y = 0; y < 28; y++) {
for (int x = 0; x < 40; x++) {
u16 tileIndex = random() % 16 ...
#include <genesis.h>
int main()
{
SYS_disableInts();
VDP_setScreenWidth320();
VDP_setScreenHeight224();
SYS_enableInts();
while (TRUE)
{
VDP_showFPS(TRUE);
for (int y = 0; y < 28; y++) {
for (int x = 0; x < 40; x++) {
u16 tileIndex = random() % 16 ...
- Mon Aug 13, 2018 1:01 pm
- Forum: Demos
- Topic: wolfenstein demo for sega genesis
- Replies: 364
- Views: 622768
Re: wolfenstein demo for sega genesis
when will there be new episodes?
- Thu May 17, 2018 5:46 pm
- Forum: SGDK
- Topic: why does not load large image after sprites initialization?
- Replies: 6
- Views: 7081
Re: why does not load large image after sprites initialization?
all the same image are not loaded.

- Mon May 14, 2018 7:45 pm
- Forum: SGDK
- Topic: why does not load large image after sprites initialization?
- Replies: 6
- Views: 7081
Re: why does not load large image after sprites initialization?
Solved:
called function SPR_end() after SPR_init ()
called function SPR_end() after SPR_init ()
- Sun May 13, 2018 8:00 pm
- Forum: SGDK
- Topic: why does not load large image after sprites initialization?
- Replies: 6
- Views: 7081
Re: why does not load large image after sprites initialization?
You are calling SPR_clear() before SPR_init(..) ??
but how to clean up the sprites after previous scene?...
In addition, this does not affect the result in my case.
https://pp.userapi.com/c846221/v846221320/4ca2f/KzFSv2NNmbM.jpg
Also initializing sprite engine means you reserve a part of ...
- Sat May 12, 2018 6:06 pm
- Forum: SGDK
- Topic: why does not load large image after sprites initialization?
- Replies: 6
- Views: 7081
why does not load large image after sprites initialization?
why does not load large image after sprites initialization?
https://pp.userapi.com/c830109/v830109894/f89cb/Q18F5gpkT2Q.jpg
https://pp.userapi.com/c830109/v830109894/f89c2/QUCwPL19omc.jpg
and
https://pp.userapi.com/c830109/v830109894/f8a0a/JVjBCBPIAEE.jpg
https://pp.userapi.com/c830109 ...
https://pp.userapi.com/c830109/v830109894/f89cb/Q18F5gpkT2Q.jpg
https://pp.userapi.com/c830109/v830109894/f89c2/QUCwPL19omc.jpg
and
https://pp.userapi.com/c830109/v830109894/f8a0a/JVjBCBPIAEE.jpg
https://pp.userapi.com/c830109 ...
Re: Zombie
translate into the new version syntax pleaseStef wrote:If you mean the source code, here is it: