Search found 3131 matches

by Stef
Fri Jul 30, 2021 7:13 am
Forum: SGDK
Topic: frameChanged() and sprTileIndexes [] questions?
Replies: 4
Views: 9385

Re: frameChanged() and sprTileIndexes [] questions?

Oh ok, in fact you have the SPR_addSpriteEx(..) which let you to define more parameter, and set the fixed VRAM index for instance, but if you call SPR_setVRAMTileIndex(..) afterward it works too.
by Stef
Fri Jul 23, 2021 7:53 am
Forum: SGDK
Topic: frameChanged() and sprTileIndexes [] questions?
Replies: 4
Views: 9385

Re: frameChanged() and sprTileIndexes [] questions?

Hey :) As you can see in the Sonic sample, enemies sprite sheet is preloaded in VRAM and indexes are stored in an array, then when frame changed i just set the VRAM index for the sprite to the desired VRAM index. I'm not sure to understand exactly what you mean by "I would like to do otherwise. I wo...
by Stef
Fri Jul 23, 2021 7:51 am
Forum: SGDK
Topic: SGDK Sonic SAMPLE Warnings
Replies: 1
Views: 4405

Re: SGDK Sonic SAMPLE Warnings

These are just warning and so not too harmful.. They mean you're exceeding DMA capacity on some frames. If you're exceeding just a bit (as here) and only on some rare occasion, this is not really a problem. If you really want to avoid it then you have to take care about the maximum data you're tryin...
by Stef
Mon Jul 19, 2021 7:51 pm
Forum: SGDK
Topic: Thousand tiles based maps - "How to" using SGDK?
Replies: 8
Views: 11116

Re: Thousand tiles based maps - "How to" using SGDK?

oh indeed thanks ! I should have moved the topic to the appropriate section, but now it has been replied here i guess we can just ignore the other topic (i don't have right to delete / move it)
by Stef
Mon Jul 19, 2021 8:31 am
Forum: SGDK
Topic: Thousand tiles based maps - "How to" using SGDK?
Replies: 8
Views: 11116

Re: Thousand tiles based maps - "How to" using SGDK?

Hey, I posted a reply but for some reasons it didn't arrived. Well, to make it short indeed SGDK doesn't provide help for that, the MAP system doesn't support tile streaming (i already though about adding it but it would be rather complexe to handle that with multi-scrolling). The "naive" way of doi...
by Stef
Sun Jul 18, 2021 8:14 pm
Forum: Megadrive/Genesis
Topic: Thousand tiles based maps - "How to" using SGDK?
Replies: 1
Views: 4752

Re: Thousand tiles based maps - "How to" using SGDK?

Unfortunately there is no such tools proposed by default in SGDK. The MAP resource doesn't support "tile streaming". I already though about adding this feature but it would be really complex as it would need to handle free scrolling at same time (i don't imagine to limit to only vertical or horizont...
by Stef
Tue Jun 15, 2021 9:30 am
Forum: SGDK
Topic: Header files ignored when compiling
Replies: 1
Views: 4195

Re: Header files ignored when compiling

.h file should only make variables and functions visibles to others units so you shouldn't directly put your code into the .h file but in player.c file instead. Try to look how this is made in SGDK ( src folder contains .c files while inc contains .h files) and mimic it in you can. Still with the de...
by Stef
Wed Mar 24, 2021 8:58 am
Forum: Super 32X
Topic: Questions on emulating the 32X
Replies: 14
Views: 179779

Re: Questions on emulating the 32X

You can also try to read others 32X emulators sources to sort some of your issues. To be honest in Gens i do not emulate a lot of stuff about the SH2 CPU, i only emulated parts required to make all 32X games (as far i remember) working.
by Stef
Mon Mar 22, 2021 12:01 pm
Forum: Mega/SegaCD
Topic: Questions on writing a new Mega CD emulator
Replies: 117
Views: 7565432

Re: Questions on writing a new Mega CD emulator

It was Steve Snake Nah, I believe he's talking about Mr. Quinn, of AGES. I forget his first name :-( He got all this stuff working well before any of us. he probably has some "internal" information I had no more info than anybody else did at the time. I had to go out and buy a SegaCD and burn about...
by Stef
Mon Mar 22, 2021 11:33 am
Forum: Video Display Processor
Topic: VDP Status Register
Replies: 28
Views: 146442

Re: VDP Status Register

Not too much surprised.. the game is really badly coded :?
by Stef
Mon Mar 08, 2021 10:16 am
Forum: Video Display Processor
Topic: VDP Status Register
Replies: 28
Views: 146442

Re: VDP Status Register

I never tested it on real hardware but it's likely to have some slowdown issues as well indeed..
by Stef
Sat Mar 06, 2021 10:40 pm
Forum: Video Display Processor
Topic: VDP Status Register
Replies: 28
Views: 146442

Re: VDP Status Register

This game suffers from slowdown in Gens too.. Afaik i wonder if developers got documentations about the MD hardware as the game does lot of mistake. One of it is that it's wrongly testing Z80 BUS REQ bit, i has to add a small delay between BUS request and actually BUS req ack status to avoid the gam...
by Stef
Sat Mar 06, 2021 10:26 pm
Forum: Video Display Processor
Topic: VDP 128Kb Extended VRAM mode
Replies: 44
Views: 82038

Re: VDP 128Kb Extended VRAM mode

None of these emulators (even Exodus as far i know) actually emulates that 128K mode so don't be surprised to not see behavior of the 128K mode here. BlastEm is the only emulator to (partially ?) emulate it so be sure to use this emulator which is the most accurate by far when you are testing obscur...
by Stef
Thu Mar 04, 2021 9:08 am
Forum: Mega/SegaCD
Topic: Popful Mail
Replies: 16
Views: 256976

Re: Popful Mail

At least you don't require single cycle granularity for "perfect sync" stuff. In Gens using ~80 cycles (MD 68k) slices was enough to get all sync issues fixed less or more (at this time PC were much less powerful so doing instruction slice wasn't really possible) so don't overthink that aspect. From...
by Stef
Tue Feb 16, 2021 4:01 pm
Forum: SGDK
Topic: Some questions about SGDK
Replies: 15
Views: 21269

Re: Some questions about SGDK

When you release a sprite, SGDK will just mark it as released and so can give its VRAM / sprite space back to another sprite but it won't "erase" VRAM. It's normal you always see the data in VRAM (if you're using VRAM viewer from emulator). Also after SPR_release(..) you need to call SPR_update() to...