Search found 683 matches

by djcouchycouch
Sun May 29, 2016 10:08 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 789
Views: 361372

Re: Sega Genesis Dev Kit (SGDK)

For the makefile, moving the mkdir calls from the .c and .s compilation to a pre-build step would be a good idea. On my projects, I kept adding more and more directories to those sections and never noticed the compilation speed gradually slowing down. It would attempt to recreate the same set of fol...
by djcouchycouch
Fri May 27, 2016 2:21 am
Forum: SGDK
Topic: precompiled header?
Replies: 8
Views: 1869

Re: precompiled header?

Turns out I was creating the same set of a dozen folders every time a file was getting compiled. Yikes! Moved that to a separate pre-build step. Got the clean compilation down to about a minute. Still a bit too long, but I am #including files willy nilly. Couldn't get precompiled headers to work. Ma...
by djcouchycouch
Tue May 24, 2016 3:46 pm
Forum: SGDK
Topic: precompiled header?
Replies: 8
Views: 1869

Re: precompiled header?

What version of gcc? I doubt the old gcc 3 in the Windows binaries can make much use of precompiled headers. Also, what are you doing if C compile time is slow? The SGDK headers are so limited precompiling them won't make much of a difference. All of my sgdk projects compile in less than a second f...
by djcouchycouch
Tue May 24, 2016 12:34 pm
Forum: SGDK
Topic: precompiled header?
Replies: 8
Views: 1869

precompiled header?

Hello! I've been wracking my brain trying to get precompiled headers to work when building an SGDK project but it doesn't seem to be making any difference in compilation time. My makefile-fu is pretty weak so I don't really know what I'm doing :) pre.h.gch : pre.h $(CC) -c pre.h -o pre.h.gch $(FLAGS...
by djcouchycouch
Sat Jan 23, 2016 1:03 am
Forum: Blabla
Topic: Problems accessing Spritesmind
Replies: 19
Views: 5179

Re: Problems accessing Spritesmind

Everything's fine from Canada!
by djcouchycouch
Sat Jan 09, 2016 2:54 am
Forum: SGDK
Topic: Which IDE to use?
Replies: 17
Views: 3471

Re: Which IDE to use?

I might try Eclipse too. Just out of interest, can games be made with SGDK that rival the performance of games made with assembly? I'm making a simple puzzler and have a basic working knowledge of C so I'll stick with SGDK but is it worth learning 68k assembly? I've yet to find a "one stop shop" tu...
by djcouchycouch
Sun Jan 03, 2016 1:02 pm
Forum: SGDK
Topic: Which IDE to use?
Replies: 17
Views: 3471

Re: Which IDE to use?

Late to the party: I use Visual Studio Community Edition. You can use the "makefile" project type. That's what I've been using lately. Set it up to point to your build/clean scripts.
by djcouchycouch
Tue Dec 22, 2015 2:15 pm
Forum: SGDK
Topic: Source dir organization
Replies: 4
Views: 1343

Re: Source dir organization

Hello! You'll have to modify the makefile. You'll need to add those extra foldres to the SRC_C variable. For example, here's what I have in the PingouinRose makefile. SRC_C= $(wildcard source/*.c) SRC_C+= $(wildcard source/exported/GGAnimations/*.c) SRC_C+= $(wildcard source/exported/maps/*.c) SRC_C...
by djcouchycouch
Sat Dec 19, 2015 1:09 pm
Forum: SGDK
Topic: Couldn't Allocate Heap, win32 error ...
Replies: 22
Views: 5252

Re: Couldn't Allocate Heap, win32 error ...

I got scared off by the instructions on how to compile GCC, so I tried something else :) Setting the compatibility mode properties for make.exe and to Windows XP (Service Pack 3) seems to fix the problem. Before setting it, I get the error every second time I compile. After I set it, I compiled over...
by djcouchycouch
Fri Dec 18, 2015 1:11 pm
Forum: SGDK
Topic: Couldn't Allocate Heap, win32 error ...
Replies: 22
Views: 5252

Re:

SGDK uses a mingw32 version of GCC, so not the cygwin distribution... When i spoke about recompilation, i meant recompiling the compiler and so GCC and binutils on windows 7. I probably compiled them on a XP platform back in time but t should not make any difference. I was thinking about looking in...
by djcouchycouch
Tue Dec 15, 2015 3:17 am
Forum: Demos
Topic: Pingouin Rose + Source
Replies: 5
Views: 4191

Re: Pingouin Rose + Source

Pingouin Rose got featured in last month's Retro Gamer!

https://twitter.com/MoonWatcherMD/statu ... 1842871296

Image

Thanks to Mun for the heads up!
by djcouchycouch
Sun Oct 25, 2015 10:09 pm
Forum: Megadrive/Genesis
Topic: SCUMMVM mega drive port
Replies: 15
Views: 2858

Re: SCUMMVM mega drive port

Taking a look at https://github.com/scummvm/scummvm will give you the best idea. I just pretty much skimmed it and saw that there's a lot of stuff there. I imagine the interpreters are relatively straightforward. It's everything else around it (graphics, sound, input, ui, os) that'll take the bulk o...
by djcouchycouch
Sat Oct 24, 2015 2:14 pm
Forum: Megadrive/Genesis
Topic: SCUMMVM mega drive port
Replies: 15
Views: 2858

Re: SCUMMVM mega drive port

There shouldn't be any problem if you decide to reverse engineer the interpreter from scratch. I wonder if there's a ScummVM virtual machine spec somewhere to start from. (EDIT: here we go: http://wiki.scummvm.org/index.php/SCUMM/Technical_Reference ) I was curious so I downloaded the ScummVM source...
by djcouchycouch
Thu Oct 15, 2015 11:48 pm
Forum: Megadrive/Genesis
Topic: SCUMMVM mega drive port
Replies: 15
Views: 2858

Re: SCUMMVM mega drive port

Don't have to support every game at first. Start with your favourite one :)
by djcouchycouch
Sat Oct 10, 2015 11:21 am
Forum: SGDK
Topic: Locking directions issue
Replies: 4
Views: 1020

Re: Locking directions issue

Considering that physically on a dpad you can't press both left and right, I'm not sure what the system will give you.

You could also check for button presses instead of button state. A press being a button up state on the previous frame and a button down state on the current frame.