Search found 2759 matches

by Stef
Tue May 15, 2018 2:27 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 29
Views: 1207

Re: Game loops and Vertical Blank interupts

You made it in a brutal way (moving 0x23 directly to SR) but yeah that was the idea ;)
Also you can test gameState after the DMA processing (as it should never be set before).
by Stef
Tue May 15, 2018 8:47 am
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 29
Views: 1207

Re: Game loops and Vertical Blank interupts

Ah yeah indeed you should keep track you are inside the vint handler to avoid recursion if your vint code take more than one frame...
by Stef
Mon May 14, 2018 10:09 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 29
Views: 1207

Re: Game loops and Vertical Blank interupts

Yeah i understand but just lowering interrupt mask level in SR register right after doDMAstuff and before jumping to gameloop should be enough to produce the same result, you can read/write SR register... or i'm missing something ?
by Stef
Mon May 14, 2018 10:07 pm
Forum: SGDK
Topic: why does not load large image after sprites initialization?
Replies: 6
Views: 370

Re: why does not load large image after sprites initialization?

SPR_end() just after SPR_init() ?? you mean when you don't need it sprite engine anymore ? Calling SPP_end() means you close the sprite engine... if you just want to reset it you can replace SPR_end() / SPR_init(..) by SPR_reset() / SPR_clear() sequence which is faster :) Also you may try the new SP...
by Stef
Mon May 14, 2018 5:13 pm
Forum: Megadrive/Genesis
Topic: Game loops and Vertical Blank interupts
Replies: 29
Views: 1207

Re: Game loops and Vertical Blank interupts

Why you just don't change interrupt mask level directly in SR register before jumping to gameloop ?
by Stef
Mon May 14, 2018 4:45 pm
Forum: SGDK
Topic: SPR_setVisibility issue
Replies: 16
Views: 578

Re: SPR_setVisibility issue

Cool, thanks for your return :) I'm impatient to see your futur works :)
by Stef
Mon May 14, 2018 10:50 am
Forum: SGDK
Topic: SPR_setVisibility issue
Replies: 16
Views: 578

Re: SPR_setVisibility issue

Good :)
Also can you report me if you see any performance difference or not ? honestly i don't think you can see the difference but i prefer to be sure ;)
by Stef
Mon May 14, 2018 10:07 am
Forum: SGDK
Topic: SPR_setVisibility issue
Replies: 16
Views: 578

Re: SPR_setVisibility issue

Ok, i found the problem ! It was only the last hardware sprite attribute which wasn't correctly updated in some particular case. You can get the last sprite_eng.c, should fix your issue. Needed changes may have impacted a bit the performance, i hope it's not hurting too much on that side.
by Stef
Mon May 14, 2018 9:30 am
Forum: SGDK
Topic: SPR_setVisibility issue
Replies: 16
Views: 578

Re: SPR_setVisibility issue

Thanks, i was able to reproduce it with your code ! Really weird i wasn't reproducing it with a very close situation.. but ok now i can investigate it =)
by Stef
Sun May 13, 2018 11:24 pm
Forum: SGDK
Topic: SPR_setVisibility issue
Replies: 16
Views: 578

Re: SPR_setVisibility issue

I tried to change some stuff and i made some tests, i can't reproduce the problem so it may be fixed hopefully :)
Can you test using the last sprite_eng.c / sprite_eng.h directly from the github repository ? thanks !
by Stef
Sun May 13, 2018 11:25 am
Forum: SGDK
Topic: why does not load large image after sprites initialization?
Replies: 6
Views: 370

Re: why does not load large image after sprites initialization?

You are calling SPR_clear() before SPR_init(..) ?? you should not do that ^^
Also initializing sprite engine means you reserve a part of VRAM to it and maybe you don't have enough VRAM to load the image then.
by Stef
Sun May 13, 2018 11:22 am
Forum: SGDK
Topic: Simple index compression surprisingly effective
Replies: 5
Views: 301

Re: Simple index compression surprisingly effective

Ok, these ratios are close to what Sik's UFTC tend to do (even worse i think) and worse than LZ4W too, but there is always a trade-off to choose between speed and compression ratio :)
by Stef
Sat May 05, 2018 10:04 pm
Forum: SGDK
Topic: Simple index compression surprisingly effective
Replies: 5
Views: 301

Re: Simple index compression surprisingly effective

Wow, if LZ4W is too slow for you then you're looking for something really really fast ! On my tests LZ4W was about 9KB/frame at min up to 14-15KB/frame. That represent about 280 up to 450 tiles / frame but you obviously need some extra free CPU time for other tasks so realistically you can spent abo...
by Stef
Sat May 05, 2018 9:44 pm
Forum: Megadrive/Genesis
Topic: Random special effects pics
Replies: 7
Views: 719

Re: Random special effects pics

It's just well done, i like when animations are polished / smart like this :)
by Stef
Thu May 03, 2018 5:19 pm
Forum: Demos
Topic: two cyclops
Replies: 7
Views: 557

Re: two cyclops

Nice and funny small game ! It handles everything nicely, well done :) it deserves more colored arts though (looks like a ZX spectrum game on this aspect) ;)