Search found 20 matches

by lingh
Thu Sep 06, 2012 3:54 pm
Forum: SGDK
Topic: Help converting sprites to MD
Replies: 20
Views: 13313

djcouchycouch wrote:Seems to me like Genres might be doing something during the bitmap conversion to support that.For making sprites, I use Graphics Gale. It's more geared to towards sprite work.
Yes, its GenRes feature.
And thanks for prog name, check this out later.
by lingh
Thu Sep 06, 2012 3:11 pm
Forum: SGDK
Topic: Help converting sprites to MD
Replies: 20
Views: 13313

For transparencies, the pixels you want transparent need to be the first color in the 16 color palette. Not necesarry. For Example -> SPRITE spritesDW "data/spritesDW.bmp" 32 32 0 2 Last number (2) - is number of transparent color for image. You can see palette in XnView and colors start counts fro...
by lingh
Thu Sep 06, 2012 11:10 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1184699

TmEE co.(TM) wrote:interrupts
VBL (frame) and HBL (line)
Ok, i found function void SYS_setInterruptMaskLevel (u16 value) in documentation.
So i need to disable this Vertical interrupt (V-INT) Horizontal interrupt (H-INT) interrupts?
by lingh
Thu Sep 06, 2012 10:14 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1184699

Ok, that was easy. My project seems to work fine. http://www.mediafire.com/download.php?2kc1ckum0p5kef8 Am i understand all correct? And i have 1 more question. In this thread people saying, what you cannot use sram in the game over 2 Mb. How exactly you can get around this? you need to disable ints...
by lingh
Thu Sep 06, 2012 4:59 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1184699

Hey, what about save support in sgdk, is there any?
Can somebody write me example with SRAM?