Search found 135 matches

by danibus
Thu Dec 31, 2020 12:44 am
Forum: SGDK
Topic: Namco arcade font
Replies: 3
Views: 35265

Re: Namco arcade font

Thanks ,very hepful.
by danibus
Thu Dec 31, 2020 12:43 am
Forum: SGDK
Topic: Screen wobble SGDK sample
Replies: 5
Views: 10472

Re: Screen wobble SGDK sample

Very nice example! Love it!
Is there any possibility to make this in horizontal instead vertical?
by danibus
Fri Dec 04, 2020 9:17 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1182306

Re: Sega Genesis Dev Kit (SGDK)

Stef wrote:
Thu Dec 03, 2020 10:57 pm
Just released SGDK 1.60 !
https://www.patreon.com/posts/44635938
Have fun :)
Yihaaaaaa :mrgreen:
by danibus
Sun Oct 11, 2020 10:33 pm
Forum: Tools
Topic: MDSDRV - new 68K sound driver for Mega Drive
Replies: 3
Views: 7663

Re: MDSDRV - new 68K sound driver for Mega Drive

I have NO idea about music, just THANK YOU for developing this for scene :D
by danibus
Sat Aug 29, 2020 9:36 pm
Forum: Demos
Topic: Mega Goof Troop
Replies: 10
Views: 17154

Re: Goof Troop UNNOFICIAL v Dez/2019

changelog?
by danibus
Mon Aug 03, 2020 10:05 pm
Forum: Demos
Topic: Mega Goof Troop
Replies: 10
Views: 17154

Re: Goof Troop UNNOFICIAL v Dez/2019

Excelent!! :D
by danibus
Mon Aug 03, 2020 4:49 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1182306

Re: Sega Genesis Dev Kit (SGDK)

@Stef I was wondering how many tiles are for sprites, backgrounds, etc by default in SGDK. I just search and found: 512 tiles for sprites 1024 tiles for each background = 2048 tiles for backgrounds "some" tiles for text (don't know how many) ....put here more... Is there a table with all these numbe...
by danibus
Sat Jun 06, 2020 12:05 pm
Forum: SGDK
Topic: My SGDK Tutorials (Spanish & English)
Replies: 17
Views: 24719

Re: My SGDK Tutorials (Spanish)

NEW POST! Now in English and Spanish language! Lesson 13 - Window Plane / El plano Window https://danibus.wordpress.com/2020/06/06/leccion-13-el-plano-window/ video38.gif Not sure if everything is ok, feel free to add your ideas and bugfixes :D Just basic use of Window Plane. J ust remember all thes...
by danibus
Sun May 17, 2020 9:36 am
Forum: Megadrive/Genesis
Topic: VDP 8x16 Interlace Mode
Replies: 7
Views: 10739

Re: VDP 8x16 Interlace Mode

It is good for still images, you see markedly higher detail. When things begin to move there will be various interlacing related artifacts appearing. Here's couple experiments I made a while ago : http://www.tmeeco.eu/SMD/HIRES.BIN http://www.tmeeco.eu/SMD/INTERLAC.BIN Very nice. Is there any post ...
by danibus
Mon May 11, 2020 9:37 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1182306

Re: Sega Genesis Dev Kit (SGDK)

Hi there! First cheers to Stef for new update. But my question is about old version :mrgreen: Not really about old version, as I think I'm doing somethig wrong but I don't know where. ... Edit: I think these "non-used" sprites are really being used, I saw when some sprites changed they are used, wh...
by danibus
Sun May 10, 2020 2:15 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1182306

Re: Sega Genesis Dev Kit (SGDK)

Hi there! First cheers to Stef for new update. But my question is about old version :mrgreen: Not really about old version, as I think I'm doing somethig wrong but I don't know where. If I use SPR_getNumActiveSprite () I get a low number, i.e. 28 But if I check VDP-Sprites in GensKmod, is almost ful...
by danibus
Wed Apr 22, 2020 1:29 pm
Forum: SGDK
Topic: Fast question about HUD and strings
Replies: 7
Views: 6644

Re: Fast question about HUD and strings

vnsbr wrote:
Wed Apr 22, 2020 10:53 am
Do you need to update string every frame? Maybe only when score and values change?
That's a very good idea. I will try it
by danibus
Sun Apr 19, 2020 5:23 pm
Forum: SGDK
Topic: Fast question about HUD and strings
Replies: 7
Views: 6644

Re: Fast question about HUD and strings

So I'm doing this right now: uintToStr(Game.score, s1, 0); uintToStr(Game.high_score, s2, 0); uintToStr(Player.lives, s3, 0); uintToStr(Player.money, s4, 0); uintToStr(Player.magic, s5, 0); SYS_disableInts(); VDP_drawText(s1, 06, 0); VDP_drawText(s2, 18, 0); VDP_drawText(s3, 26, 26); VDP_drawText(s4...
by danibus
Thu Apr 16, 2020 12:38 pm
Forum: SGDK
Topic: Fast question about HUD and strings
Replies: 7
Views: 6644

Re: Fast question about HUD and strings

Thanks Stef. Is there any other way to show score than use VDP_drawText(your string here)?
by danibus
Wed Apr 15, 2020 10:50 pm
Forum: SGDK
Topic: Fast question about HUD and strings
Replies: 7
Views: 6644

Fast question about HUD and strings

Actually made a HUD using tiles in PLAN A, and using sprintf+VDP_drawText() to draw numbers(lives, energy, etc). I'm using 5 different sprintf+VDP_drawText(...),10 fps less than not use them. I'm not using a "big" sprintf( %d1 %d2 %d3 etc), then sprintf will delete HUD tiles when printing "space" ch...