Search found 316 matches
- Sun Apr 07, 2019 8:46 pm
- Forum: SGDK
- Topic: Dummy question on button handling
- Replies: 9
- Views: 6838
Re: Dummy question on button handling
It's because you aren't using volatile on pressed. It is set by the callback, which is changed by an interrupt, so the variable needs to be set as volatile to force the loop to reread the variable from memory each time the while loop occurs. The drawText makes it work because all the registers get ...
- Sat Apr 06, 2019 11:14 pm
- Forum: SGDK
- Topic: Dummy question on button handling
- Replies: 9
- Views: 6838
Re: Dummy question on button handling
I may be wrong, but I noticed that loops with only VDP_waitVSync() inside seem to be "overoptimized" and the VDP_waitVSync() ignored.
Try to compile with debug mode (just add debug to the end of your make.exe -f ...).
Try to compile with debug mode (just add debug to the end of your make.exe -f ...).
- Sun Mar 24, 2019 6:16 pm
- Forum: Megadrive/Genesis
- Topic: Space Herrier II and The Sprite Scanline Limit
- Replies: 11
- Views: 16189
Re: Space Herrier II and The Sprite Scanline Limit
No, there's no way to avoid flickering. If SH2 uses sprites, then it doesn't reach the limits of 20 sprites or 320 pixels per scanline. The sprites are not very wide, so this is likely. The low framerate and choppy movement is mainly due to the fact that the MD can't do zoom, so there are frames at ...
- Sun Mar 24, 2019 9:48 am
- Forum: Megadrive/Genesis
- Topic: Space Herrier II and The Sprite Scanline Limit
- Replies: 11
- Views: 16189
Re: Space Herrier II and The Sprite Scanline Limit
Golden Axe SMS puts sprites in the background IIRC (Space Harrier SMS and Altered Beast SMS too). It can be seen by the fact that the "transparent pixels" around the sprite are opaque.
Is that this effect you want to reproduce ?
Is that this effect you want to reproduce ?
- Sun Mar 17, 2019 10:58 am
- Forum: Demos
- Topic: Cpu speed test rom (md+scd)
- Replies: 23
- Views: 27306
Re: Cpu speed test rom (md+scd)
Sorry for the dumb question, but how is VBlank triggered ? I guess it's an internal clock to the VDP ? So how is it possible this way measuring a timing problem in the VDP ? And I guess the CPU is timed the same way. So how do we differentiate a problem with the VDP and a problem with the CPU ? Sorr...
- Fri Mar 15, 2019 6:53 am
- Forum: Demos
- Topic: Cpu speed test rom (md+scd)
- Replies: 23
- Views: 27306
Re: Cpu speed test rom (md+scd)
Just out of curiosity, how do you know the loop lasts exactly one second without counting cycles ?
- Thu Mar 14, 2019 6:52 pm
- Forum: Exodus
- Topic: Trying to compile Exodus
- Replies: 8
- Views: 15044
Re: Trying to compile Exodus
Thank you
- Wed Mar 13, 2019 8:04 pm
- Forum: Exodus
- Topic: Trying to compile Exodus
- Replies: 8
- Views: 15044
Re: Trying to compile Exodus
Ah ah
I hate you
It took me 5 hours to install VS2013, I have no more room on my HDD. I'm uninstalling everything, and try again
I hate you
It took me 5 hours to install VS2013, I have no more room on my HDD. I'm uninstalling everything, and try again
- Sun Mar 10, 2019 8:25 pm
- Forum: Exodus
- Topic: Trying to compile Exodus
- Replies: 8
- Views: 15044
Trying to compile Exodus
I suck terribly when it comes to configure a compilation chain, and thus, I failed at compiling Exodus. Here are the instructions from https://www.exodusemulator.com/downloads/source : To setup your development environment, do the following: Download and install Visual Studio 2013 Community Edition ...
- Wed Feb 20, 2019 7:12 pm
- Forum: SGDK
- Topic: General questions
- Replies: 9
- Views: 19045
Re: General questions
Just guessing : because he's French and plane is "plan" in French ?
- Wed Feb 13, 2019 10:06 am
- Forum: Blabla
- Topic: 68000 Arcade systems programming
- Replies: 14
- Views: 20989
Re: 68000 Arcade systems programming
Thanks a lot, it'll be very useful.
I'm digging into MAME source code. It's really interesting. But file locations are sometimes weird. Why is the Megadrive VDP code (315_5313.cpp) in devices subdir and not in video ? Header files can be anywhere and some of them contains code...
I'm digging into MAME source code. It's really interesting. But file locations are sometimes weird. Why is the Megadrive VDP code (315_5313.cpp) in devices subdir and not in video ? Header files can be anywhere and some of them contains code...
- Mon Feb 11, 2019 2:37 pm
- Forum: Blabla
- Topic: 68000 Arcade systems programming
- Replies: 14
- Views: 20989
Re: 68000 Arcade systems programming
I guess you're right. Fortunately there are some documents describing the source code. Seems doable, though I don't speak C++ fluently
- Sat Feb 09, 2019 8:36 am
- Forum: Blabla
- Topic: 68000 Arcade systems programming
- Replies: 14
- Views: 20989
Re: 68000 Arcade systems programming
Thanks, it helps.
The topic title is maybe misleading though : I don't want to program for these boards. My goal would be closer to an emulator. So programming notes like Charles McDonald's genvdp, but for CPS-1/system16 (and I can add X68000) is closer to what I'm looking for.
The topic title is maybe misleading though : I don't want to program for these boards. My goal would be closer to an emulator. So programming notes like Charles McDonald's genvdp, but for CPS-1/system16 (and I can add X68000) is closer to what I'm looking for.
- Fri Feb 08, 2019 4:48 pm
- Forum: Blabla
- Topic: 68000 Arcade systems programming
- Replies: 14
- Views: 20989
68000 Arcade systems programming
I'm looking for documentation about programamtion on 68000 based arcade systems, especially Capcom CPS-1 or Sega System 16 (in particular gfx chips). Do you know where to find them ? I bet mame source code is one source, but where and what to read ? For the moment, I have that : https://patpend.net/...
- Fri Feb 08, 2019 4:44 pm
- Forum: Demos
- Topic: Ninja Mitsuo - platformer game with SGDK
- Replies: 7
- Views: 9929
Re: Ninja Mitsuo - platformer game with SGDK
Your ninja is almost the same colour as the background and it makes it difficult to spot.
But... awesome pixel art
But... awesome pixel art