Search found 34 matches
- Tue Apr 29, 2014 1:14 pm
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
I plan to make a new version soon which fix some smalls issues and about others improvements. Still i am surprised of this "address error" as all sprite code is in C and there is few chance to trigger this exception... Just to be sure, is your 'objects' structure big enough ? Found the exact error,...
- Tue Apr 29, 2014 10:38 am
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
You didn't get what Stef said: . The checksum error reported by the emulator is just an information telling you that the checksum field in the ROM header does not match the checksum as calculated by the emulator using sega checksum calculation routine. . It doesn't have any effect unless the ROM yo...
- Sun Apr 27, 2014 11:45 am
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
- Sat Apr 26, 2014 4:45 pm
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
Actually there is no reason that the 4th palette is not loaded... Did you checked in an emulator ? By the way, it is a good practice to use constant when you have them just to avoid problems (index offset...). For palette you can use PAL0, PAL1, PAL2 and PAL3 for instance :) Also don't worry about ...
- Fri Apr 25, 2014 3:50 pm
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
For instance yeah, but that is more "game logic" stuff and not directly related to SGDK itself as there is no tools for that in SGDK. But you may find some help easily on Internet, as this site : http://www.wildbunny.co.uk/blog/2011/12/14/how-to-make-a-2d-platform-game-part-2-collision-detection/ T...
- Fri Apr 25, 2014 1:12 pm
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
Normally sprites should be used only for moving objects, if they don't move at all you can try to only update part of the background image. About collision box, you can ask rescomp to generate some simple ones with your sprites objects (you can look in the rescomp.txt file to see how enable them in...
- Thu Apr 24, 2014 10:17 pm
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
Having trouble with big sprites In this actual image from the emulator you can see: the "green" sprites can move, but they are not animated. The "orange" sprites can't move, and they are animated. The purple gadget seems to be the problem, maybe it is just too big... https://dl.dropboxusercontent.co...
- Thu Apr 24, 2014 9:51 pm
- Forum: Demos
- Topic: Porting DOTT (no more) and Fuzzy's minigolf to MD/Genesis
- Replies: 6
- Views: 11079
Looking good! Reminds me a bit of Zany Golf on the Amiga. That was a fun game. I didn't know about zany golf. It looks like Fuzzy is very similar, maybe they copied it a bit. they took zany golf, and improved animations and colors... I'm having trouble with fuzzy, it has huge animations, it looks l...
- Tue Apr 22, 2014 2:40 pm
- Forum: Demos
- Topic: Porting DOTT (no more) and Fuzzy's minigolf to MD/Genesis
- Replies: 6
- Views: 11079
Fuzzy's minigolf new screenshots working on enumator. https://dl.dropboxusercontent.com/u/757056/MD-GEN/fuzzy/Intro.png https://dl.dropboxusercontent.com/u/757056/MD-GEN/fuzzy/logo.png https://dl.dropboxusercontent.com/u/757056/MD-GEN/fuzzy/B1.png https://dl.dropboxusercontent.com/u/757056/MD-GEN/fu...
- Mon Apr 21, 2014 11:50 pm
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
If you use Gimp there is no problem, i'm using it myself and hopefully i can workout the palette very easily :) I tried to set the same palette to some sprites, it nearly got the correct colors, bot not all.. I got the best results by creating a big image with all sprites, indexing it to 16 colors,...
- Mon Apr 21, 2014 6:35 pm
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
- Mon Apr 21, 2014 2:09 pm
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
Re: SGDK questions: palettes... BMP...
If you want to share the same palette between different sprites then it may be a good idea to store these sprites in the same image. Then, how do i define 2 different sprites from one image? For example, this image, i want the rocket and the smoke, to be different sprites, the rocket has 2 animatio...
- Mon Apr 21, 2014 10:18 am
- Forum: SGDK
- Topic: SGDK questions: palettes... BMP... Collision, sprites
- Replies: 20
- Views: 12602
SGDK questions: palettes... BMP... Collision, sprites
Well, now i want some imformation about palettes, I have this code, it does not load the palettes... "Incompatible pointer in VDP_setpalette" u16 palette[64]; u16 ind; VDP_setScreenWidth320(); ind = TILE_USERINDEX; //Plane A VDP_drawImageEx(APLAN, &plane_A, TILE_ATTR_FULL(PAL0,0,0,0,ind),0,0,0,1); i...
- Sun Apr 20, 2014 7:33 pm
- Forum: SGDK
- Topic: New in SGDK
- Replies: 4
- Views: 4113
Re: New in SGDK
The plane code did not work, it says: "plane" undeclared. Oh i though you already have them ! Actually i guess you have severals images, so you can do as specified in this topic : http://gendev.spritesmind.net/forum/viewtopic.php?t=1669&postdays=0&postorder=asc&start=75 You can use a table to refer...
- Fri Apr 18, 2014 2:45 pm
- Forum: Demos
- Topic: Porting DOTT (no more) and Fuzzy's minigolf to MD/Genesis
- Replies: 6
- Views: 11079
Porting DOTT (no more) and Fuzzy's minigolf to MD/Genesis
Ok, DOTT would be impossible for one person, anyway i made a little demo and it looks good! Fuzzy's minigolf is an old msdos game, looking good also, i'll continue porting it, as it is easy enough. Downloads: http://www.megafileupload.com/en/file/522049/MD-GEN-zip.html DOTT: press A,B or C to see an...