Search found 155 matches

by alko
Sat Sep 24, 2016 7:57 pm
Forum: SGDK
Topic: help! Something happened with the compiler!
Replies: 3
Views: 1143

help! Something happened with the compiler!

Screenshot of error

Image

compiler settings
Image

Image
by alko
Wed Aug 31, 2016 7:21 pm
Forum: SGDK
Topic: tile-glitch
Replies: 6
Views: 1577

Re: tile-glitch

Image
by alko
Wed Aug 31, 2016 2:52 pm
Forum: SGDK
Topic: tile-glitch
Replies: 6
Views: 1577

Re: tile-glitch

without compression displayed correctly
by alko
Wed Aug 31, 2016 10:12 am
Forum: SGDK
Topic: tile-glitch
Replies: 6
Views: 1577

Re: tile-glitch

Stef wrote: Are you using the last SGDK by the way ?
nope.
This is previous version
by alko
Tue Aug 30, 2016 9:42 pm
Forum: SGDK
Topic: tile-glitch
Replies: 6
Views: 1577

tile-glitch

tile "jija" 16x16 px. http://pastenow.ru/Upload/Paste/WS4G.png static Map *mapj; static u16 ind11; ind11 = TILE_USERINDEX; VDP_loadTileSet(jija.tileset, ind11, TRUE); mapj = unpackMap(jija.map, NULL); u16 i; for(i=0; i<16; i++) VDP_setMap(VDP_PLAN_A, mapj, TILE_ATTR_FULL(PAL3, FALSE, FALSE, FALSE, i...
by alko
Mon Aug 29, 2016 6:26 am
Forum: SGDK
Topic: Module music in my programm.
Replies: 11
Views: 2748

Re: Module music in my programm.

Z80 qualitatively mixes samples

ZX-spectrum 48k (3 channel's 4 bit's):

https://youtu.be/3MNHP-hBMLI?t=46
by alko
Tue Aug 23, 2016 1:09 pm
Forum: SGDK
Topic: Module music in my programm.
Replies: 11
Views: 2748

Re: Module music in my programm.

Stef wrote:And except the one borrowed from ToyStory game i don't know any other.
And this -> http://www.pouet.net/prod.php?which=64438
by alko
Sun Aug 21, 2016 7:44 pm
Forum: Demos
Topic: Tanglewood Tech Demo 0.1.04
Replies: 19
Views: 6987

Re: Tanglewood Tech Demo 0.0.11

too slow animation (imho), and ragged contour's on sprites,and background too contrasty.

but in general - not bad.
by alko
Mon Aug 15, 2016 6:40 pm
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 3755

Re: Troubles with sprites (new version SGDK)

dub wrote: I think it will solve your problem. :mrgreen:
good
I check out this method later.
by alko
Mon Aug 15, 2016 6:26 pm
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 3755

Re: Troubles with sprites (new version SGDK)

but I started redo to old version SGDK.
:oops:
https://www.dropbox.com/s/c5a3en57m9v592n/UFO.rar?dl=0
by alko
Mon Aug 15, 2016 5:13 am
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 3755

Re: Troubles with sprites (new version SGDK)

astrofra wrote: Maybe you could share the whole archive of your demo (even privately).
Ok. Today I will share source
by alko
Wed Aug 03, 2016 10:36 am
Forum: Demos
Topic: Malabars Bumper (demo by Resistance)
Replies: 6
Views: 2681

Re: Malabars Bumper (demo by Resistance)

:shock: it's wonderfull :shock:
:shock: physics engine are awesome :shock:
by alko
Thu Jul 07, 2016 4:32 pm
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 3755

Re: Troubles with sprites (new version SGDK)

Are you doing something special with that sprite ?? Just adding to scene and changing coordinates. int main() { SYS_disableInts(); VDP_setScreenWidth320(); VDP_setScreenHeight240(); // JOY_setEventHandler(joyEvent); zastavka(); init_game(); SYS_enableInts(); while(TRUE) { // handleInput(); u32 curr...
by alko
Thu Jul 07, 2016 8:36 am
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 3755

Re: Troubles with sprites (new version SGDK)

before:
ufo.png 176*64
--
SPRITE ufo "ufo.png" 22 8 -1


after:
ufo1.png 88*64
ufo2.png 88*64
--
SPRITE ufo1 "ufo1.png" 11 8 -1
SPRITE ufo2 "ufo2.png" 11 8 -1

may be necessary to split in 4 ?... Very inconveniently turns out. Сumbersome.
by alko
Mon Jul 04, 2016 4:35 pm
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 3755

Troubles with sprites (new version SGDK)

Compile by SGDK 1.12

SPR_init(300);

Image

Compile by SGDK 1.2

SPR_init(80, 640, 640); or SPR_init(80, 320, 320); or SPR_init(80, 0, 0); or SPR_init(32, 0, 0); .... etc. :

Image

what am I doing wrong :?: