Search found 683 matches

by djcouchycouch
Wed Oct 07, 2015 2:13 am
Forum: SGDK
Topic: Scroll map region corruption
Replies: 5
Views: 1226

Re: Scroll map region corruption

You can try commenting out section by section to narrow down which part is causing the problem.

By corruption, what gets affected? sprites, backgrounds or both? Are the graphics random garbage or just the wrong tiles?

Can you provide a screenshot?
by djcouchycouch
Sat Oct 03, 2015 2:46 am
Forum: SGDK
Topic: Testing on real hardware.
Replies: 7
Views: 1118

Re: Testing on real hardware.

Nothing finished. Just the demos I worked on (Goplanes, the Pingouin series, Propeller).
by djcouchycouch
Fri Oct 02, 2015 11:49 pm
Forum: SGDK
Topic: Testing on real hardware.
Replies: 7
Views: 1118

Re: Testing on real hardware.

I've used an earlier model Everdrive for Genesis and I was very happy with it. I did all my game testing on it.
by djcouchycouch
Fri Oct 02, 2015 12:43 am
Forum: Collaboration
Topic: Small project collab
Replies: 4
Views: 2597

Re: Small project collab

Do you have a portfolio online ?

Not looking for an artist. Just curious :)
by djcouchycouch
Thu Oct 01, 2015 12:05 am
Forum: SGDK
Topic: Per Tile Collision
Replies: 2
Views: 830

Re: Per Tile Collision

Simplest way is to take the tile map you've used to fill the background plane and check the position of your character against it. To find the corresponding tile of a pixel XY position, divide the x and y by the width and height of the tile. The tiles are most likely 8x8 so to check an object positi...
by djcouchycouch
Tue Sep 29, 2015 11:56 pm
Forum: SGDK
Topic: Recommended Sprites/Background editor
Replies: 2
Views: 831

Re: Recommended Sprites/Background editor

I use Graphics Gale and a version of Tiled I modified for my needs. I use converters to transform their formats into C code. The GG converter you can find in my prototypes (Goplanes, the Pingouin series, etc) For Tiled, you can easily write a script like I did in Python to take the level file and co...
by djcouchycouch
Mon Sep 14, 2015 11:36 pm
Forum: Controls
Topic: Mega Mouse Usage
Replies: 23
Views: 8168

Re: Mega Mouse Usage

According to joy.h in the SGDK, it does indeed support the mouse.
by djcouchycouch
Mon Sep 14, 2015 11:34 pm
Forum: Megadrive/Genesis
Topic: Libs & functions description
Replies: 6
Views: 1467

Re: Libs & functions description

Apocalypse wrote:Pascal's sdk.
Pascal's SDK? Not Stef's SGDK?
by djcouchycouch
Sun Sep 06, 2015 10:56 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 6651

Re: Project - Mega Dracula - Help / Updates

You need a counter per animated object that tells which frame to show. If you want the animation to go forward then you increment the counter. If the animation goes backward then you decrement the counter.

I don't think there's a function to do it. You'll have to manage that on your own.
by djcouchycouch
Sat Sep 05, 2015 12:08 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 6651

Re: Project - Mega Dracula - Help / Updates

Oh I just noticed. The function parameters are sprites when you need sprite definitions.

And you should pass them as pointers too.
by djcouchycouch
Fri Sep 04, 2015 11:37 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 6651

Re: Project - Mega Dracula - Help / Updates

Check your declarations. Do they have the same names as in the resource file? Are they the correct type?
by djcouchycouch
Fri Sep 04, 2015 9:33 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 6651

Re: Project - Mega Dracula - Help / Updates

There are several instances of palettes in the code. Which is giving you problems ? What's the actual error code?
by djcouchycouch
Fri Sep 04, 2015 12:40 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 6651

Re: Project - Mega Dracula - Help / Updates

Oh, I see. It's declared in the resource file. It's probably generating them as const structures and that's why the function is just complaining about it. You can cast the parameter to a SpriteDefintion pointer and the warning will go away. SPR_initSprite(mySprite, (SpriteDefinition*)&mySpriteDef, x...
by djcouchycouch
Fri Sep 04, 2015 11:08 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 6651

Re: Project - Mega Dracula - Help / Updates

What does the declaration of the ghoul head and parts look like?
by djcouchycouch
Fri Sep 04, 2015 12:45 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 6651

Re: Project - Mega Dracula - Help / Updates

I wondered if someone could tell me if there was an easier way of delaying text than doing this! case 6 : if (drawnScreen == 0) { ind = TILE_USERINDEX; VDP_drawImageEx(BPLAN, &roomNorth_image, TILE_ATTR_FULL(PAL2, FALSE, FALSE, FALSE, ind), 0, 0, TRUE, TRUE); ind += roomNorth_image.tileset->numTile...