:lol:
I like it. Few people would get it, and those that did would get a big laugh. I always tell other devs that an acknowledgement is appreciated, but not required. I think you found one of the funniest ways to do that. :D
Another nice way would be an easter egg that showed a thanks to all the ...
Search found 2994 matches
- Thu Feb 09, 2023 9:18 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
- Tue Feb 07, 2023 9:08 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
That looks very nice. Glad to see you worked out the issues. Using the brightness for a fade effect is a pretty nifty idea. At some point, you may want to work on some code to display static images for level titles and the main title and such.
- Mon Feb 06, 2023 5:17 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
I see one issue...
unsigned char *src = (unsigned char*)(sprite_sheet + crop_y * crop_height * src_width + crop_x * crop_width);
sprite_sheet is defined as a short pointer, so any math done on it directly will be multiplied by 2. Maybe change that line to
unsigned char *src = (unsigned ...
unsigned char *src = (unsigned char*)(sprite_sheet + crop_y * crop_height * src_width + crop_x * crop_width);
sprite_sheet is defined as a short pointer, so any math done on it directly will be multiplied by 2. Maybe change that line to
unsigned char *src = (unsigned ...
- Sun Feb 05, 2023 3:17 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
Make sure your artwork is properly aligned. From the code, it's 320 x whatever, and uses a 32x32 cell. If your objects are 32x32, but not in a 32x32 cell of the picture, you're going to have a problem.
Also,
malloc(crop_width + crop_height);
that + should be a *. Not sure if that was you or me ...
Also,
malloc(crop_width + crop_height);
that + should be a *. Not sure if that was you or me ...
- Sun Feb 05, 2023 1:05 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
1). State- earlier you mentioned this being the Y coordinate. So lets say i have a 4 x 4 sprite sheet. That would be 16 different sprites. My State would say “which row do i want 0-3” and Frame would say “which column 0-3”. Correct?
2). Frame - same as above
Yes.
3). Would my buffer for dst ...
- Sat Feb 04, 2023 12:15 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
Unless you're caching the sprite in ram somewhere, you probably want to draw directly from the sprite sheet. Assuming the sheet is packed at the dimensions of the sprite, the source would be the sheet + state * sprH * shtW + frame * sprW, and the stride would be shtW - sprW. Just do a normal block ...
- Thu Feb 02, 2023 11:28 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
You can find many of the 32X docs here:
https://segaretro.org/32X_official_documentation
You can find the hardware and software manuals for the SH2 in a number of places, but I have an arc of the two at mediafire:
https://www.mediafire.com/file/sjkp1vuk39khrkq/SH2_Manuals.7z/file
As to whether ...
https://segaretro.org/32X_official_documentation
You can find the hardware and software manuals for the SH2 in a number of places, but I have an arc of the two at mediafire:
https://www.mediafire.com/file/sjkp1vuk39khrkq/SH2_Manuals.7z/file
As to whether ...
- Tue Jan 31, 2023 10:14 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
The frame buffer always writes the data to the dram, except when a single byte of 0x00 is written. Byte writes of 0x00 are ignored. So in a sense, the plain frame buffer is an overwrite buffer when considered at a byte level. To clear the frame buffer, you have to write WORDS of 0x0000 instead of ...
- Thu Jan 26, 2023 9:22 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
You can't use xgm format, only vgm, so don't convert into xgm. Just optimize and leave as vgm. You should be able to use any lzss compressor as long as the window is set to 32KB. The lzss code with d32xr is a decompressor - it doesn't compress. I'm not sure which compressor Vic used on the music ...
- Wed Jan 25, 2023 9:04 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
Currently, VGMs need to be compressed, and cannot use the old PCM sample commands (they must use the new PCM stream commands). The current compression used is lzss with LZSS_BUF_SIZE set to 0x8000. The xgm tool can convert VGM with old PCM commands into the new form, IIRC.
- Tue Jan 24, 2023 8:51 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
The palette code in Doom works because Doom stores palettes as three bytes of R, G, B. BMPs don't. Doom doesn't use BMPs. If you use BMPs, you must alter the code to use them, as you discovered. :D
And to cero, BMP format doesn't compress the data unless you select RLE compression. And outputting ...
And to cero, BMP format doesn't compress the data unless you select RLE compression. And outputting ...
- Sun Jan 22, 2023 11:22 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
The palette code you had was fine, but you need to fetch B first, then fetch G, then fetch R, then skip the next byte for each of the 256 entries.
- Sun Jan 22, 2023 6:09 pm
- Forum: SGDK
- Topic: TileSet internal data
- Replies: 43
- Views: 111589
Re: TileSet internal data
The HV counters are at 0xC00008.
5.) HV Counter
The HV counter returns the vertical and horizontal position of the television's raster beam.
Reading the HV counter will return the following data:
VC7 VC6 VC5 VC4 VC3 VC2 VC1 VC0 (D15-D08)
HC8 HC7 HC6 HC5 HC4 HC3 HC2 HC1 (D07-D00)
VCx = Vertical ...
5.) HV Counter
The HV counter returns the vertical and horizontal position of the television's raster beam.
Reading the HV counter will return the following data:
VC7 VC6 VC5 VC4 VC3 VC2 VC1 VC0 (D15-D08)
HC8 HC7 HC6 HC5 HC4 HC3 HC2 HC1 (D07-D00)
VCx = Vertical ...
- Sun Jan 22, 2023 6:03 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
Chilly! This is fantastic and I swear you were reading my mind! I saw these around function attributes and wondered what these were for! So, I have a few questions. First, you mentioned certain functions will work better/faster if they're in sdram? How do I determine which functions are good ...
- Sat Jan 21, 2023 11:46 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 634099
Re: New 32x game in development!
Yeah, the very latest versions of gcc generate a lot of warnings related to debug info. Haven't bothered to look into that as it has no actual bearing on the program itself. 9.x didn't do that from what I remember, but 12.x does. I THINK it's related to moving functions into sdram. Oh yeah! That's ...