Search found 2776 matches

by Stef
Wed Jun 13, 2018 8:39 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 234
Views: 17627

Re: Tänzer, a "ninja" game (Dev Diary thread)

Nice to have some news =) At the moment I'm struggling with a sprite limit thing. It seems that when a SPR_addSprite() returns NULL, there is no way to recover from it. Will need to investigate that a bit more and try the new SPR_defragVRAM() that Stef implemented. Oh really ? you mean that when SPR...
by Stef
Mon Jun 11, 2018 8:40 am
Forum: Megadrive/Genesis
Topic: Windows 10 SGDK Setup with Eclipse Help
Replies: 4
Views: 693

Re: Windows 10 SGDK Setup with Eclipse Help

Then now you just need a main() method in your project :)
by Stef
Fri Jun 08, 2018 8:17 am
Forum: Megadrive/Genesis
Topic: Windows 10 SGDK Setup with Eclipse Help
Replies: 4
Views: 693

Re: Windows 10 SGDK Setup with Eclipse Help

To be honest i don't use Eclipse myself as i got many troubles making it working with SGDK. Still from your messages log, did you correctly defines GDK environment variable and custom build command ? You GDK var should be set to : C:/SGDK And your build command to ${GDK}/bin/make -f ${GDK}/makefile....
by Stef
Thu Jun 07, 2018 7:56 am
Forum: Video Display Processor
Topic: disable video on vblank, better?
Replies: 7
Views: 685

Re: disable video on vblank, better?

I guess your small loop is to set the DMA registers right ?
In this case why not just enroll the loop as the number of register to set is fixed.
by Stef
Mon Jun 04, 2018 11:39 am
Forum: Demos
Topic: Mangangá
Replies: 9
Views: 966

Re: Mangangá

Very cute ! Colors look very C64inch.
by Stef
Wed May 30, 2018 7:38 am
Forum: Megadrive/Genesis
Topic: Loop Unrolling - Optimal Unrolling Factor?
Replies: 7
Views: 630

Re: Loop Unrolling - Optimal Unrolling Factor?

Well, the more you unroll, the best... it's always a trade-off between speed and code size but generally grouping 16 iterations is "enough" to make the branching almost free.
by Stef
Tue May 29, 2018 1:15 pm
Forum: Demos
Topic: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany
Replies: 17
Views: 2268

Re: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany

If you speak about this effect:
https://youtu.be/d8ywzqvE5y0?t=194

You can see that we don't have full screen (and we are far from it, it's not even SGDK bitmap mode resolution i think), also the roto zoom itself isn't at 60 FPS (which is expected as it's done in software).
by Stef
Tue May 29, 2018 7:31 am
Forum: Demos
Topic: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany
Replies: 17
Views: 2268

Re: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany

Sgdk bitmap is not full screen indeed ;-)
Of course using DMA make transfert faster, without any doubt but you need to adjust your code for the non linear buffer then..
by Stef
Mon May 28, 2018 1:12 pm
Forum: Demos
Topic: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany
Replies: 17
Views: 2268

Re: Masiaka by Resistance, released at Evoke 2017, Koeln, Germany

SGDK bitmap mode blits at 20 / 25 FPS (depending you're in NTSC / PAL). I think the demo used DMA here, so you don't have a linear buffer..
by Stef
Fri May 25, 2018 8:28 am
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 234
Views: 17627

Re: Tänzer, a "ninja" game (Dev Diary thread)

I really recommend you to develop the NTSC version first as this is the version almost people will use, also going from NTSC to PAL is almost never a problem (it just makes the game feel slower) while the opposite is much more complicated : many bugs and slowdown can happen as bandwidth is much more...
by Stef
Sun May 20, 2018 9:58 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 765
Views: 285676

Re: Sega Genesis Dev Kit (SGDK)

Thanks for your kind words about SGDK :) Don't hesitate to post about your personal dev news here !
by Stef
Fri May 18, 2018 9:05 pm
Forum: SGDK
Topic: Animation Sample
Replies: 9
Views: 933

Re: Animation Sample

You can also define manually the SpriteDefinition structure so you can customize it but honestly that will be a real pain as you need to fill many information (still doable) ;)
by Stef
Fri May 18, 2018 4:13 pm
Forum: Demos
Topic: Tänzer, a "ninja" game (Dev Diary thread)
Replies: 234
Views: 17627

Re: Unnamed "ninja" game (Dev Diary thread)

Great mix256, that looks really great and promising ! I hope you will be able to provide a demo soon :D
by Stef
Fri May 18, 2018 3:12 pm
Forum: SGDK
Topic: Animation Sample
Replies: 9
Views: 933

Re: Animation Sample

Although the internal SpriteDefinition structure somehow allow to do it, the rescomp tool is currently quite limited when it comes to Sprite resource compilation so for now it's not possible to do it. You can do the ping-pong animation but just duplicating the animation frame in reverse order, i thi...
by Stef
Fri May 18, 2018 3:09 pm
Forum: SGDK
Topic: why does not load large image after sprites initialization?
Replies: 6
Views: 641

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

I think you should investigate about VRAM usage looking into Kmod or other emulators providing VRAM view, difficult to say what is happening exactly here...