Search found 123 matches

by Mixail
Tue Jul 18, 2017 2:48 pm
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 9
Views: 3513

Re: How use PLAN_WINDOW for sgdk

Ok. Many thanks.
by Mixail
Tue Jul 18, 2017 1:55 pm
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 9
Views: 3513

Re: How use PLAN_WINDOW for sgdk

You can show a simple example where you would simultaneously use PLAN_A, PLAN_B and PLAN_WINDOWS
by Mixail
Tue Jul 18, 2017 7:19 am
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 9
Views: 3513

How use PLAN_WINDOW for sgdk

How use PLAN_WINDOW for sgdk?

VDP_drawTextBG (PLAN_WINDOW, "AAAAAA", 1, 1); - Does not work. Black screen.

VDP_drawTextBG (PLAN_B, "AAAAAA", 1, 1); Working. Displays an inscription "AAAAAA".
by Mixail
Wed May 24, 2017 11:06 am
Forum: SGDK
Topic: Does not work "VDP_resetSprites ()"
Replies: 2
Views: 1356

Re: Does not work "VDP_resetSprites ()"

if(x==5){ VDP_setSpriteFull(num++, 20+x, 20+x, SPRITE_SIZE(4, 4), TILE_ATTR(1, 0, 0, 0) | 3, num+1); VDP_updateSprites(4, 1); } The fourth sprite displayed on the screen. How do I reset it? What would be displayed three sprite. How to organize the correct cycle of output of sprites on the screen?
by Mixail
Tue May 23, 2017 6:36 pm
Forum: SGDK
Topic: Does not work "VDP_resetSprites ()"
Replies: 2
Views: 1356

Does not work "VDP_resetSprites ()"

int num=0; int x=0; for (;;){ num=0; VDP_resetSprites (); VDP_setSpriteFull(num++, 50+x, 50, SPRITE_SIZE(4, 4), TILE_ATTR(1, 0, 0, 0) | 3, num+1); VDP_setSpriteFull(num++, 50+x, 150, SPRITE_SIZE(4, 4), TILE_ATTR(1, 0, 0, 0) | 0, num+1); VDP_setSpriteFull(num++, 20+x, 50, SPRITE_SIZE(4, 4), TILE_ATT...
by Mixail
Tue Apr 05, 2016 8:01 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 361
Views: 191476

Re: wolfenstein demo for sega genesis

gasega68k, When release Wolf 3D?
by Mixail
Wed Dec 30, 2015 12:25 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 361
Views: 191476

Re: wolfenstein demo for sega genesis

gasega68k, How progress?
by Mixail
Tue Dec 08, 2015 7:09 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 361
Views: 191476

Re: wolfenstein demo for sega genesis

When release Wolf 3D?
by Mixail
Thu Dec 03, 2015 9:45 am
Forum: Demos
Topic: Emulator Chip-8 for SMD
Replies: 8
Views: 3441

Re: Emulator Chip-8 for SMD

Linkuei wrote:Tested some games like pong, space invaders and Tetris here.
You need change the speed emulation in some some games because some games runs faster and others slower.
Nice job man!
The options have a speed setting.
Image
by Mixail
Fri Oct 30, 2015 5:58 am
Forum: Demos
Topic: Emulator Chip-8 for SMD
Replies: 8
Views: 3441

Re: Emulator Chip-8 for SMD

In development of Super CHIP-8
Image
by Mixail
Tue Oct 27, 2015 10:18 am
Forum: Demos
Topic: Emulator Chip-8 for SMD
Replies: 8
Views: 3441

Emulator Chip-8 for SMD

ImageImage
Emulator Chip-8 for SMD by PSCD.ru
by Mixail
Mon Sep 21, 2015 8:08 am
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 361
Views: 191476

Re: wolfenstein demo for sega genesis

gasega68k, How progress?
by Mixail
Wed Apr 08, 2015 12:32 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 361
Views: 191476

gasega68k, How progress?
by Mixail
Fri Jul 04, 2014 8:57 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 837
Views: 511833

u16 JOY_readJoypadX(u16 joy);
A light gun returns the unsigned screen X coordinate. This is not calibrated;<br>
* Calibration is left to the game to handle. The value is -1 if the gun is not<br>
* pointed at the screen, or the screen is too dim to detect.<br>
How is calibrated?