Search found 189 matches

by mix256
Fri Jan 25, 2019 6:50 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

It's still running without issues, closing in on 24 hours now and I've been playing about 3 hours of them myself. Haven't look at what the flag does, but would it be possible to have this like a setting programmatically at run-time? I already have a "performance" options so it could be presented the...
by mix256
Fri Jan 25, 2019 7:38 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Yes, it's probably different behaviour between the demo and playing myself. What I do is that I play through the game (~50 minutes) then I leave it on running the attract sequence. I've now turned on he flag, and had the attract sequence running the whole night now without any issue. I played it thr...
by mix256
Thu Jan 24, 2019 8:04 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Thanks!
I'll turn the flag on again and see. Maybe I was just lucky to not get the issue with the flag on? Will let you know of the outcome. :)
by mix256
Thu Jan 24, 2019 5:21 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Was just about to write that there didn't seem to be an issue with the flag off either, when this happened. :( http://mix256.com/megadrive/crash.png Lasted for well over 10 hours, though. :) What I've done as well is to remove most of the compression on the sprites (using NONE in rescomp files). May...
by mix256
Thu Jan 24, 2019 9:14 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Played for a few hours yesterday without any issues. Also, the game has an attract mode that plays parts of a few stages mixed with showing the title screen. So after I played yesterday I left the machine running all night. No issues has appeared in the morning. I've now set the halt flag to 0 and I...
by mix256
Thu Jan 24, 2019 8:05 am
Forum: SGDK
Topic: Need fast tile-rendering
Replies: 13
Views: 8830

Re: Need fast tile-rendering

This will give you 30fps: u16 tiles[40 * 28]; while (TRUE) { VDP_showFPS(TRUE); for (int i = 0; i < 28 * 40; i++) { tiles[i] = TILE_ATTR_FULL(PAL1, FALSE, FALSE, FALSE, random() % 16); } VDP_setTileMapDataRect(PLAN_B, tiles, 0,0, 40,28); VDP_waitVSync(); } This is slightly faster. But still 30fps: u...
by mix256
Wed Jan 23, 2019 9:17 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

It was a release build with the flag on.
I will play some more tonight, using this build, to make sure that the issue doesn't arise. Then I will turn the flag off again and do the same test.
Thanks! :)
by mix256
Wed Jan 23, 2019 6:07 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Played all night yesterday with out any issues. :D
How should the sound be different?
I think I might hear a difference in the sfx playback, but I'm not sure. I guess that's a good thing? :)
by mix256
Tue Jan 22, 2019 2:19 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

If it would turn out to be more stable with the HALT_Z80_ON_DMA flag, what would I then do? :)
by mix256
Tue Jan 22, 2019 10:59 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Yep, I just started D0 with 0x011111111 and increased it for each iteration in the loop. And yes, there were uninitialized vars in my input handling and also at a few other places. :oops: Still won't help me track down the strange bug. But at least the code is nicer now. :) Also I didn't try with th...
by mix256
Mon Jan 21, 2019 9:35 pm
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

All sorts of strange behaviors when setting "randomizing" the ram. My gamepad input reading goes bonkers. :)
Perfect test. Thanks!
by mix256
Mon Jan 21, 2019 11:38 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Thanks! I hex edited with NOPs in the clear ram loop and have a release build running here at work now. :) Could the rom file have "random" values if .text have variables that is not initialized? I was thinking that I have some variables in .text that isn't set properly, that would be in the "copy i...
by mix256
Mon Jan 21, 2019 6:54 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

I've been running several long runs in genskmod the last couple of days without getting any kind of error. On a real megadrive it can happen at any time. Seems like there could be an mem-init issue? Like I've forgotten to initialize a variable that should be zero. Gets a random value on real hw but ...
by mix256
Wed Jan 16, 2019 7:31 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Had quite a long session in gens kmod yesterday, running a debug build. But the error didn't happen. I will try some more tonight. :)
by mix256
Tue Jan 15, 2019 10:46 am
Forum: SGDK
Topic: Sprite sorting
Replies: 58
Views: 28843

Re: Sprite sorting

Unfortunately I only get these kind of errors on real hardware. Don't think I ever saw it in any emulator nor on the retroad machine.
When it happens can be really random. I can play the game for hours without it happening but sometimes it can happen just after a few minutes.