Search found 69 matches

by nemezes
Fri Apr 05, 2019 11:31 am
Forum: SGDK
Topic: ROM Bugs after delete 1 line [SOLVED]
Replies: 9
Views: 6215

Re: ROM Bugs after delete 1 line

I don't understand what you expect from us.. I tested both ROM, and both appears to work. You didn't tell us what is not working anymore in the new ROM. Also you only provide the ROM so we cannot do anything from just : Hi, please help me, my rom not works correctly after I remove or comment 1 line...
by nemezes
Tue Feb 19, 2019 1:31 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 35727

Re: dealing with matrices (arrays)

Not directly. The joyEventCB is universal for all controllers, but passes the index as a parameter. You can make your own jump table and fill it in and then do something like void setJoyEventCBEntry(u16 joy, eventCBEntry cb) { eventJT[joy] = cb; } void myJoyEventCB(u16 joy, u16 changed, u16 state) ...
by nemezes
Mon Feb 18, 2019 8:53 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 35727

Re: dealing with matrices (arrays)

I use a lot the "sprite" example that came with SGDK to make my games, but now I figured out that using the functions JOY_setEventHandler(joyEvent); static void joyEvent(u16 joy, u16 changed, u16 state) { etc } it works for any controller. so if I have a one player game, but use those functions, if ...
by nemezes
Tue Feb 05, 2019 12:32 am
Forum: Demos
Topic: Ninja Mitsuo - platformer game with SGDK
Replies: 7
Views: 9970

Re: Ninja Mitsuo - platformer game with SGDK

Really nice!

Ansimuz knows how to pixel!! Great art! Ansimuz released an art pack called "warped city" that I think fits very good in a 16 bits mega drive game.
by nemezes
Tue Feb 05, 2019 12:29 am
Forum: SGDK
Topic: Slowdown and crash
Replies: 6
Views: 4306

Re: Slowdown and crash

I should have seen it before.. you are using compressed sprites (with BEST compression which is very slow). Sprite engine will unpack and upload them on live so you'd better use FAST or NONE ;-) FAST compression has been developed for sprites :) I was going to talk about it. This was the same "prob...
by nemezes
Thu Dec 20, 2018 1:42 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 35727

Re: dealing with matrices (arrays)

my bad, I was using VDP_init() after setting VDP_setScreenWidth320(), so VDP_setScreenWidth320() was taking no effect. :roll: EDIT: sorry, I thought, I corrected the problem, but still there. some sprites didnt show. I thought I corrected because it was sprites at bottom that did not show, but then ...
by nemezes
Wed Dec 19, 2018 6:17 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 35727

Re: dealing with matrices (arrays)

Another small question. I wanna use about 70 sprites on screen, but I can only show 64. Is there a way to use more than 64? All the sprites are 16x16 pixels. I read some old doc of sgdk saying that only PAL can go to 80 sprites. I think 70 or 75 sprites will fit in the game. Is there a problem using...
by nemezes
Fri Nov 23, 2018 2:12 am
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 35727

Re: dealing with matrices (arrays)

Better to do it in this way: VDP_setWindowAddress(0xB000); VDP_setSpriteListAddress(0xBC00); VDP_setHScrollTableAddress(0xB800); VDP_setBPlanAddress(0xC000); VDP_setAPlanAddress(0xE000); VDP_setPlanSize(64, 64); Normally having the sprite table at 0xBC00 should be alright so i guess the problem is ...
by nemezes
Wed Nov 21, 2018 2:27 pm
Forum: SGDK
Topic: dealing with matrices (arrays)
Replies: 52
Views: 35727

Re: dealing with matrices (arrays)

I followed the tip of Stef to use the 64x64 screen size. VDP_setPlanSize(64, 64); VDP_setWindowAddress(0xB000); VDP_setSpriteListAddress(0xBC00); VDP_setHScrollTableAddress(0xB800); VDP_setBPlanAddress(0xC000); VDP_setAPlanAddress(0xE000); I do not understand about those address, but I get some trou...
by nemezes
Tue Oct 30, 2018 1:01 am
Forum: Demos
Topic: Metal Blast 2277 - Sega Genesis / Mega Drive - FREE release!
Replies: 60
Views: 88364

Re: Project C - WIP - Sega Genesis / Mega Drive

SegaTim wrote:
Mon Oct 29, 2018 3:21 pm
Sega Mega Drive 30th Anniversary!

Last video: https://youtu.be/7ZB9nYW1IEI
Really nice video!!

When the game is going to be released?
by nemezes
Sun Oct 28, 2018 1:16 pm
Forum: Demos
Topic: Devwill Too MD
Replies: 14
Views: 24739

Devwill Too MD

me (coding in SGDK) and a friend (music and graphics) are working on this game. first my friend made the game for PC, then I asked him to port the game to the Mega Drive. it is still a WIP. you can play the alpha version with first 2 stages, it will have a total of 10 stages with a final boss. downl...
by nemezes
Sun Oct 28, 2018 12:21 pm
Forum: Demos
Topic: Moonrider (prototype test port)
Replies: 4
Views: 7768

Re: Moonrider (prototype test port)

Ok. :D

Yes, if I add the scroll, I will have to make it again from scratch.

As I said, I made this just to see how the graphics will look at mega drive. Also, I agree that this kind of "scroll", per screens, is not so good with this game.
by nemezes
Sat Oct 27, 2018 1:26 am
Forum: Demos
Topic: Moonrider (prototype test port)
Replies: 4
Views: 7768

Re: Moonrider (prototype test port)

Maybe one day I can improve it, adding the scroll.

About the plot of the game, I dont know as the game is not mine. I just made this small port to test and to learn some SGDK. I learnt that is hard to make a game like this. :lol:
by nemezes
Fri Oct 26, 2018 5:45 pm
Forum: Demos
Topic: Moonrider (prototype test port)
Replies: 4
Views: 7768

Moonrider (prototype test port)

I played an HTML5 game called Moonrider that it is still a WIP: http://zealous-engelbart-bdff73.bitballoon.com/ (link to HTML5 game). the graphics of the game is a hommage to the 16 bits games, so I decided to make a prototype test, using SGDK, to see how the graphics will look in a real 16 bits vid...
by nemezes
Mon Aug 20, 2018 6:50 pm
Forum: Demos
Topic: Kavinsky Nightcall song demo on hardware
Replies: 3
Views: 7045

Re: Kavinsky Nightcall song demo on hardware

Excellent!!

I like this song. 8)