Search found 316 matches

by tryphon
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 ...
by tryphon
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 ...).
by tryphon
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 ...
by tryphon
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 ?
by tryphon
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...
by tryphon
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 ?
by tryphon
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 :)
by tryphon
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 :D

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 :mrgreen:
by tryphon
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 ...
by tryphon
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 ? :mrgreen:
by tryphon
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...
by tryphon
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 :D
by tryphon
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.
by tryphon
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/...
by tryphon
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 :D