Search found 151 matches
- Sun Jan 10, 2016 12:47 am
- Forum: SGDK
- Topic: Line scrolling 'skipping' lines...
- Replies: 15
- Views: 8795
Re: Line scrolling 'skipping' lines...
Okay I got it working. Just looking into how to use 'floats' to make it smoother. Getting there!
- Sat Jan 09, 2016 6:38 pm
- Forum: SGDK
- Topic: Line scrolling 'skipping' lines...
- Replies: 15
- Views: 8795
Re: Line scrolling 'skipping' lines...
Ah!!! S16 array! Gotcha, thanks! I didn't even know you could do that with arrays and pointers. Very cool.
- Sat Jan 09, 2016 4:49 am
- Forum: SGDK
- Topic: Line scrolling 'skipping' lines...
- Replies: 15
- Views: 8795
Re: Line scrolling 'skipping' lines...
UPDATE: I thought I'd worked out the pointer thing. I'm no longer getting casting warnings etc but it's still not working. I haven't really used pointers before, at least not for a long time but I think my code should be correct: int main( ) { u16 iVertLine = 96; s16 iScrollAmount = 1; u16 iLinesToS...
- Sat Jan 09, 2016 3:02 am
- Forum: SGDK
- Topic: Which IDE to use?
- Replies: 17
- Views: 11941
Re: Which IDE to use?
WHOA! That's impressive!!!!!
- Sat Jan 09, 2016 2:47 am
- Forum: SGDK
- Topic: Line scrolling 'skipping' lines...
- Replies: 15
- Views: 8795
Line scrolling 'skipping' lines...
Hi there, So I'm messing about trying to make a 2.5D racing game. I have got the road line scrolling working but there are a couple of issues. In the text code below I'm just offsetting the road by one pixel but it seems to only offset every other pixel and it looks to be shifting it more than one p...
- Sat Jan 09, 2016 1:18 am
- Forum: SGDK
- Topic: undefined reference to main
- Replies: 14
- Views: 9948
Re: undefined reference to main
Gah! Been pulling my hair out over this... my old projects weren't working. Haha. Thank god for the forum again!
- Thu Jan 07, 2016 5:40 am
- Forum: SGDK
- Topic: Which IDE to use?
- Replies: 17
- Views: 11941
Re: Which IDE to use?
Good to hear
- Wed Jan 06, 2016 1:59 am
- Forum: Tools
- Topic: I've found the perfect 68k + z80 assembler.
- Replies: 1
- Views: 6583
Re: I've found the perfect 68k + z80 assembler.
Wow, cool! Now I just need to learn ASM. Haha. *google 68k ASM tutorials*
- Wed Jan 06, 2016 1:34 am
- Forum: SGDK
- Topic: Which IDE to use?
- Replies: 17
- Views: 11941
Re: Which IDE to use?
I might try Eclipse too. Just out of interest, can games be made with SGDK that rival the performance of games made with assembly? I'm making a simple puzzler and have a basic working knowledge of C so I'll stick with SGDK but is it worth learning 68k assembly? I've yet to find a "one stop shop" tut...
- Wed Jan 06, 2016 1:20 am
- Forum: SGDK
- Topic: Multisprites ?
- Replies: 29
- Views: 20521
Re: Multisprites ?
Cool, will check out the thread! I'm making an SMD game myself. I hurt my back a couple of weeks ago and decided to rest up with my Atari Lynx. Chip's Challenge inspired me to make a puzzle game. So far I have made some flashing text. Hahaha.
- Tue Jan 05, 2016 9:29 am
- Forum: Cartridge
- Topic: custom co-processor chips like the SVP?
- Replies: 94
- Views: 110508
Re: custom co-processor chips like the SVP?
You know what would be cool? A 32X in a cart. Surely that's possible with today's tech!
- Tue Jan 05, 2016 9:25 am
- Forum: Announcement
- Topic: Don't forget what SpritesMind is
- Replies: 17
- Views: 43476
Re: Don't forget what SpritesMind is
Only one cart release so far? I intend to make that two! I've released quite a few games on Mobile and Mac but I am well and truly over struggling in such a crowded market. I decided to just make games for fun, so turned to my favourite console, the Mega Drive. My C is a bit rusty and ASM non-existe...
- Mon Jan 04, 2016 5:11 am
- Forum: SGDK
- Topic: Which IDE to use?
- Replies: 17
- Views: 11941
Re: Which IDE to use?
Ah cool, I quite like VS. Is it easy to set up with SGDK though?
- Mon Jan 04, 2016 3:24 am
- Forum: SGDK
- Topic: Am I doing this 'timing' stuff right?
- Replies: 0
- Views: 13108
Am I doing this 'timing' stuff right?
Hey guys and gals, So here's some code to just flash text on screen. It works, just wondering if this is the way you generally handle stuff, waiting for the v-blank, rather than some sort of delta time (as I am used to doing in Unity)? Is that a correct assumption? Sorry if this is noobish, haven't ...
- Sun Jan 03, 2016 8:09 pm
- Forum: SGDK
- Topic: Multisprites ?
- Replies: 29
- Views: 20521
Re: Multisprites ?
Any updates on the Shinobi port? I've wanted Shinobi on SMD for decades!