Thanks a lot
And I look to change the VDP_loadBMPTileData by VDP_loadTileSet for in game dma use.
Search found 101 matches
- Tue Jun 14, 2016 3:39 pm
- Forum: SGDK
- Topic: Problem change sprite size in game
- Replies: 10
- Views: 6053
- Sun Jun 12, 2016 9:14 am
- Forum: SGDK
- Topic: Problem change sprite size in game
- Replies: 10
- Views: 6053
Re: Problem change sprite size in game
Where are you calling VDP_updateSprites(..) method ? You need it to actually send sprite to VDP. I guess the tiles are uploaded 1 frame before you update the sprite list in VRAM. Yes, it's exactly this. I code like this : while(1) { PL_handleInput(); //sprite changing VDP_updateSprites(10, TRUE); V...
- Fri Jun 10, 2016 2:19 pm
- Forum: SGDK
- Topic: Problem change sprite size in game
- Replies: 10
- Views: 6053
Problem change sprite size in game
Hi, In game, I change the tile of a sprite, resize the sprite and setposition. With the old sgdk, all works in on frame. With the new. The first frame show the new tile but old sprite size and the next frame evrything works. As an example, made with photoshop to show you http://i35.servimg.com/u/f35...
- Fri Jun 03, 2016 2:11 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1192820
Re: Sega Genesis Dev Kit (SGDK)
I have to test all my functions. Maybe just a little thing.
But I need to check every time on real hardware. It's so long
But I need to check every time on real hardware. It's so long
- Thu Jun 02, 2016 2:43 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1192820
Re: Sega Genesis Dev Kit (SGDK)
Yes, thanks so much.
I put my code outside this function and it works. :mr green:
I put my code outside this function and it works. :mr green:
Code: Select all
void doingFade()
{
if (fadechange == 1)
{
fadechange = 0;
..
do fade
..
}
}
// START button state changed
if (state & BUTTON_START)
{
fadechange = 1;
}
- Thu Jun 02, 2016 1:04 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1192820
Re: Sega Genesis Dev Kit (SGDK)
Yes the very last. I download it this morning and compil the Library.
It's weird.
I test with this line of code only present in the sgdk 1.2 : VDP_setTextPlan(PLAN_WINDOW);
So I think, I have the last version.
It's weird.
I test with this line of code only present in the sgdk 1.2 : VDP_setTextPlan(PLAN_WINDOW);
So I think, I have the last version.
- Thu Jun 02, 2016 11:36 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1192820
Re: Sega Genesis Dev Kit (SGDK)
yes
you're right. I don't need it but it's because I use it later with a not sync fading.
But I try the two options and I've the same problem.
you're right. I don't need it but it's because I use it later with a not sync fading.
But I try the two options and I've the same problem.
- Thu Jun 02, 2016 9:28 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1192820
Re: Sega Genesis Dev Kit (SGDK)
Hi, I switched my project on the new version of sgdk and I have a problem with the fading (in and out). It works well on emulated but not on the real hardware. I have glitch on screen (bad palette transition). And I have not this problem with the old sgdk with the same code. I add this code to the s...
- Fri May 27, 2016 6:58 am
- Forum: SGDK
- Topic: MegaCD compilation
- Replies: 2
- Views: 3342
Re: MegaCD compilation
Thanks,
I'll read this code. Mega top
I'll read this code. Mega top
- Wed May 25, 2016 5:41 pm
- Forum: SGDK
- Topic: MegaCD compilation
- Replies: 2
- Views: 3342
MegaCD compilation
Hi,
Is anyone have a way to create a MegaCD version of a game made with sgdk ?
A makefile or some links to asm code for playing music track ?
I know about the ram limitation,but not how optimize the code ?
Thanks.
Is anyone have a way to create a MegaCD version of a game made with sgdk ?
A makefile or some links to asm code for playing music track ?
I know about the ram limitation,but not how optimize the code ?
Thanks.
- Wed May 25, 2016 3:38 pm
- Forum: SGDK
- Topic: Window Plan
- Replies: 5
- Views: 3958
Re: Window Plan
Thanks, I was thinking it was only for the position. So I now can change my register in real time :mrgreen: I have an another problem now. Well not really a problem, I have the limitation of the address of the Window Plan (B000 to B800) for H40 resolution. Of course, I want to show my window on the ...
- Wed May 25, 2016 8:57 am
- Forum: SGDK
- Topic: Window Plan
- Replies: 5
- Views: 3958
- Tue May 24, 2016 1:31 pm
- Forum: SGDK
- Topic: Window Plan
- Replies: 5
- Views: 3958
Window Plan
Hi, I try to use the Window Plan like a HUD. I wish to keep a full scrolling PlanA (horizontal / vertical). I load all the tiles in PlanA for the scrolling and I want to show a HUD in top or bottom of the screen : u16 i,j; for(i=0;i<32;i++) { for(j=0;j<64;j++) { VDP_setTileMapXY(VDP_PLAN_B, TILE_ATT...
- Mon Mar 07, 2016 8:11 am
- Forum: SGDK
- Topic: XGM Driver help please
- Replies: 6
- Views: 4719
Re: XGM Driver help please
I just make a little source code with the essentials : And it's like your code. Maybe it's your xgm files. Do you test an another xgm like sor2 ? ressource.res: # Generated with rescomp XGM sor2_xgm "sor2.xgm" That give you in resource.h, the value Inside [] is automaticaly add : #ifndef _RESOURCES_...
- Thu Feb 04, 2016 8:09 am
- Forum: SGDK
- Topic: Sprite Engine Help
- Replies: 18
- Views: 14242
Re: Sprite Engine Help
The space between 2 & 5 will hold 3 pucks (2,3,4, for the multipuck powerup), and the empty space between 6 & 13 is where objects in the game will be (from powerups, such as bumpers, wall pieces, etc). The indices in the GameSprite sprite array are hard coded for each of the particular objects, so ...