Search found 2848 matches

by Chilly Willy
Sun Oct 27, 2019 1:36 am
Forum: Cartridge
Topic: Designing MD sdcard flashcart for fun, advice?
Replies: 36
Views: 12322

Re: Designing MD sdcard flashcart for fun, advice?

Writing the loaded game to flash every time will eventually make the flash go bad. One bad bit and potentially (depending on where the bad bit is) it becomes useless. That's why carts that load from SD load into ram, not flash. It would also be horrifically slow.
by Chilly Willy
Mon Oct 21, 2019 6:01 pm
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 9
Views: 3600

Re: SGDK CodeBlocks Linux

Well, right off the bat, Ctrl-P is not print. There are others...

While I'm not adverse to learning custom key mappings, to do so just for a text editor automatically gives it a strike.
by Chilly Willy
Sat Oct 19, 2019 1:09 pm
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 9
Views: 3600

Re: SGDK CodeBlocks Linux

My issue with sublime is the use of non-standard control keys. That was one of the things that drew me to Geany in the first place. This isn't the 1980s - key combos have been standardized for decades now.
by Chilly Willy
Wed Oct 16, 2019 1:08 pm
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 9
Views: 3600

Re: SGDK CodeBlocks Linux

I was going to say, if the Build icon isn't working, click the triangle next to it and select Make All. After doing that once, clicking on Build did that afterwards. Technically, the only things I set were the Make and the Execute as they were all I needed for this. So you need to make sure you are ...
by Chilly Willy
Tue Oct 15, 2019 8:44 pm
Forum: SGDK
Topic: SGDK CodeBlocks Linux
Replies: 9
Views: 3600

Re: SGDK CodeBlocks Linux

Can't help with CodeBlocks, but I can help with Geany. Geany is a lighter editor... comparable to CodeLite. In Geany, go to the Build menu and select Set Build Commands. Then in the Independent Commands, for Make, set the command field to "export GENDEV=/opt/gendev; make -f $GENDEV/sgdk/mkfiles/make...
by Chilly Willy
Sat Oct 12, 2019 7:42 pm
Forum: SGDK
Topic: Sprite half in front of PLAN_A and the other half behind.
Replies: 8
Views: 3748

Re: Sprite half in front of PLAN_A and the other half behind.

cloudstrifer wrote:
Sat Oct 12, 2019 1:01 am
I don't know how to change depth of specific tile.
Most significant bit of the tile entry in the map is the priority bit.
by Chilly Willy
Sat Oct 12, 2019 7:34 pm
Forum: Demos
Topic: 31-Color Dual Plane Images
Replies: 5
Views: 4211

Re: 31-Color Dual Plane Images

Nice slideshow. Those images converted rather well. It's clearly better than 16 color. Even better than many images I've seen that use two palettes, but only one plane (which means only 16 colors in each tile).
by Chilly Willy
Tue Oct 08, 2019 4:23 pm
Forum: SGDK
Topic: Help with crash
Replies: 5
Views: 3002

Re: Help with crash

You want to use PC for addr2line, not the faulting ADDR. The faulting address is clearly trash loaded from somewhere unintended - an unset pointer, an out of range array, whatever. You want to look at the code at the PC to see what it was doing when it loaded A0 so you can find it in your code to de...
by Chilly Willy
Mon Oct 07, 2019 2:33 pm
Forum: SGDK
Topic: Test Sprite Collision Flag
Replies: 8
Views: 4548

Re: Test Sprite Collision Flag

You know you're setting all the hblank stuff every single time through the loop? Not good. Set once, then do the main loop. The reason you check it every few lines is because you only know if sprites collided, not which ones. If you check it once per frame, you give yourself no extra info since the ...
by Chilly Willy
Sun Oct 06, 2019 1:58 pm
Forum: SGDK
Topic: Help with crash
Replies: 5
Views: 3002

Re: Help with crash

A0 clearly got loaded with the wrong value. Why is the question, and could have many answers. You'll need to find the code where a0 is getting loaded and find where it got off.
by Chilly Willy
Sun Oct 06, 2019 1:52 pm
Forum: Controls
Topic: New device letters
Replies: 20
Views: 11330

Re: New device letters

But it's not meant to be read. In the normal course of things, no one knows about the fields of the rom header but the programmers. It's certainly not displayed anywhere with real hardware. Because Sega used letters for a few things instead of binary values, emulators and loaders sometimes will show...
by Chilly Willy
Sat Oct 05, 2019 4:42 pm
Forum: Controls
Topic: New device letters
Replies: 20
Views: 11330

Re: New device letters

There might have been another suit over the connector, but I couldn't find anything on it if there was. Yes, Atari was in a rough place at that time and desperate for money. The Saturn manuals detail how to do direct access to the controllers from the SH2, but I don't see why you'd want to waste val...
by Chilly Willy
Fri Oct 04, 2019 2:10 pm
Forum: Controls
Topic: New device letters
Replies: 20
Views: 11330

Re: New device letters

The lawsuit with Sega was over horizontal scrolling, which Sega lost. Nintendo settled with Atari on the same thing out of court. The controller lawsuit from Atari was against Commodore in the 80s, and was NOT about the connector, it was about the shape of the controller itself. Atari had a design p...
by Chilly Willy
Thu Oct 03, 2019 11:14 pm
Forum: Controls
Topic: New device letters
Replies: 20
Views: 11330

Re: New device letters

Ok, so you support the Saturn stuff in your game ? How would the MD port pins be connected to the Saturn port ? I'm not sure any standard exists... The Saturn has the same lines as the MD, just a different connector. Using Saturn controllers on the MD is as easy as splicing two extension cables tog...
by Chilly Willy
Wed Oct 02, 2019 2:28 pm
Forum: SGDK
Topic: SRAM read / write
Replies: 27
Views: 4913

Re: SRAM read / write

On my 32X stuff, I have the SRAM functions in 68k ram, so I don't have an issue. I also disable ints, and set RV to halt the SH2s if they attempt to read the cart. Having the functions in ram isn't a big deal with 32X stuff if it's more 32X and less MD in the coding. :lol: If you're making a MD game...