Search found 177 matches

by bioloid
Fri Aug 03, 2012 11:29 pm
Forum: Tools
Topic: mega happy sprite version 1 is out!
Replies: 28
Views: 20158

Thanks for the fix !
by bioloid
Fri Aug 03, 2012 10:25 pm
Forum: Tools
Topic: mega happy sprite version 1 is out!
Replies: 28
Views: 20158

by bioloid
Fri Aug 03, 2012 9:38 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

Another one : is there a way to retrieve some kind of timeframe from the sound buffer, when using SND_startPlayXXX functions ? (audio - video sync)

Ok, answer: no, annoying...
by bioloid
Mon Jul 30, 2012 5:06 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

Ok, thanks ! 4Mb should be enough!
by bioloid
Mon Jul 30, 2012 3:46 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

"ld: address 0x5aa7fc of out/rom.out section .text is not within region rom"

Just to be sure, is there different max rom size setup or it's reaching the true maximum limit ?
by bioloid
Thu Jun 14, 2012 3:33 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

I still don't understand the format in meshes.c usually in 3d rendering there are many polygons and polygons are all made up of triangles so why not just store everything in triangles maybe something like this 1 2 3 1x,1y,1z,2x,2y,2z,3x,3y,3z well I guess I have some work to do...... Well, there ar...
by bioloid
Wed May 23, 2012 9:48 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

Thanks :)
Yes I started with basic 2D sinus effects then I saw your cube rolling at decent fps which gived hopes !
Thanks for this fantastic SDK !!!
by bioloid
Wed May 23, 2012 12:18 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

Ok, got heightfield with gouraud shading running near 1 fps.
It's the first raw version, final will be in the demo !
by bioloid
Mon May 21, 2012 11:18 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

I'll maybe, if required. Have to know/test/make what I want first, optim will come later on.
by bioloid
Sun May 20, 2012 9:56 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

Ok, thanks for the clear explanations, I'll downsize the rendering size then, I don't need playable framerate anyway :)

edit: Ok, got it : I get around 35fps and better when cutting doBlitNorm() a bit, but thats not my current pitfall so I leave it as it for now, looks good :)
by bioloid
Sun May 20, 2012 8:08 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

Ok, I thought I've read it were possible to achieve better somewhere here... Thanks anyway, I'll live with that.
by bioloid
Sun May 20, 2012 7:08 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1191843

I get 15fps with this code (using Fusion): int main() { VDP_setScreenWidth256(); VDP_init(); VDP_setHInterrupt(0); VDP_setHilightShadow(0); BMP_init(BMP_ENABLE_ASYNCFLIP | BMP_ENABLE_EXTENDEDBLANK | BMP_ENABLE_FPSDISPLAY); while(1) { u8* buffer = BMP_getWritePointer(0, 0); BMP_flip(); } return 0; } ...