I've been working on this for a while and its starting to shape up to be something so I thought I'd share it;
http://i.imgur.com/PhpihJh.png
Here's the rom ; https://www.dropbox.com/s/izxwl22z3ov18hq/Catgirl%20demo.bin?dl=1
This old version seems to work better on kega fusion than the latest ...
Search found 68 matches
- Sun Oct 02, 2016 10:59 pm
- Forum: Demos
- Topic: Catgirl Pool Party [Work in progress]
- Replies: 50
- Views: 55032
- Sun Oct 02, 2016 5:51 pm
- Forum: SGDK
- Topic: VDP_drawText - palette index colour
- Replies: 22
- Views: 16253
Re: VDP_drawText - palette index colour
I'm using SGDK 1.21
Here's the code;
// ...code...
SYS_disableInts();
VDP_resetScreen();
// reset palettes
//VDP_setTextPalette(0);
//VDP_setPaletteColors(0, palette_black, 64); // <------Enable Fade in
// Load images
VDP_drawImageEx(PLAN_A, &title_image, TILE_ATTR_FULL(PAL1, FALSE, FALSE ...
Here's the code;
// ...code...
SYS_disableInts();
VDP_resetScreen();
// reset palettes
//VDP_setTextPalette(0);
//VDP_setPaletteColors(0, palette_black, 64); // <------Enable Fade in
// Load images
VDP_drawImageEx(PLAN_A, &title_image, TILE_ATTR_FULL(PAL1, FALSE, FALSE ...
- Sun Oct 02, 2016 3:54 pm
- Forum: SGDK
- Topic: VDP_drawText - palette index colour
- Replies: 22
- Views: 16253
Re: VDP_drawText - palette index colour
I just ran into this issue with my code. I was doing a fade in but the text disappeared.
Disabling the fade in made the text reappear. I think it did work before I added a sprite.
Anyway ,I don't really need the fade in for that part but I'm bringing this up as a reminder
that fading in text and ...
Disabling the fade in made the text reappear. I think it did work before I added a sprite.
Anyway ,I don't really need the fade in for that part but I'm bringing this up as a reminder
that fading in text and ...
- Sun Sep 25, 2016 9:46 pm
- Forum: SGDK
- Topic: Weird problem with SGDK on REAL hardware
- Replies: 31
- Views: 26799
Re: Weird problem with SGDK on REAL hardware
I think it's got something to do with the dma.c (my rom works fine on the emulators I have)
To be honest I don't know what the issue is either other than it just displaying blackscreen on a friend's real hardware.
I don't have my mega drive working so I can't test it myself and I'm not really sure ...
To be honest I don't know what the issue is either other than it just displaying blackscreen on a friend's real hardware.
I don't have my mega drive working so I can't test it myself and I'm not really sure ...
- Sat Sep 24, 2016 9:41 pm
- Forum: SGDK
- Topic: Weird problem with SGDK on REAL hardware
- Replies: 31
- Views: 26799
Re: Weird problem with SGDK on REAL hardware
I had a friend try out my rom on real hardware but there was just a blackscreen.
The code looks pretty similar on the latest version as before doragasu's fix so I think it might be that.
It would be great if it were fixed in SGDK builds so that it works on real hardware without issues.
The code looks pretty similar on the latest version as before doragasu's fix so I think it might be that.
It would be great if it were fixed in SGDK builds so that it works on real hardware without issues.
- Mon Sep 19, 2016 3:03 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 14350
Re: Troubles with sprites (new version SGDK)
Thanks it works now.
- Mon Sep 19, 2016 2:38 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 14350
Re: Troubles with sprites (new version SGDK)
sprite.h
#ifndef _RES_SPRITE_H_
#define _RES_SPRITE_H_
extern const SpriteDefinition sega_logo_sprite;
#endif // _RES_SPRITE_H_
sprite.res
SPRITE sega_logo_sprite "sega_logo_spritesheet.png" 13 4 -1 10
main.c
#include <genesis.h>
#include "gfx.h"
#include "sprite.h"
//Sets default ...
#ifndef _RES_SPRITE_H_
#define _RES_SPRITE_H_
extern const SpriteDefinition sega_logo_sprite;
#endif // _RES_SPRITE_H_
sprite.res
SPRITE sega_logo_sprite "sega_logo_spritesheet.png" 13 4 -1 10
main.c
#include <genesis.h>
#include "gfx.h"
#include "sprite.h"
//Sets default ...
- Sun Sep 18, 2016 10:27 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 14350
Re: Troubles with sprites (new version SGDK)
I keep getting incompatible types in assignment errors when using SPR_addSprite on the latest version of SGDK.
Can someone help fix that?
Can someone help fix that?
- Sun Aug 14, 2016 11:20 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 14350
Re: Troubles with sprites (new version SGDK)
I'm also ajusting to the changes in the sprite engine. I still have some things to fix with the code I've got ,
mostly "incompatible types in assignment" errors and some declaration errors.
I still have a lot to learn when it comes to programming but it helps that I'm really interested in the Mega ...
mostly "incompatible types in assignment" errors and some declaration errors.
I still have a lot to learn when it comes to programming but it helps that I'm really interested in the Mega ...
- Fri Jan 08, 2016 1:37 pm
- Forum: SGDK
- Topic: Hik's SGDK Experiments
- Replies: 17
- Views: 13451
Re: Hik's SGDK Experiments
I tested the joypad rom again and figured out how to reproduce the glitches. It seems to only happen when I'm pressing
the directional buttons and the other buttons at the same time rapidly. The glitches not only happen while the buttons
are shown as being pressed but also in between the frames ...
the directional buttons and the other buttons at the same time rapidly. The glitches not only happen while the buttons
are shown as being pressed but also in between the frames ...
- Fri Jan 01, 2016 9:49 pm
- Forum: SGDK
- Topic: Hik's SGDK Experiments
- Replies: 17
- Views: 13451
Re: Hik's SGDK Experiments
I pressed all the buttons as fast as I could and haven't found any glitches. (I've only tested it with Gens)KanedaFr wrote:FYI, it seems there are some glitches when you press multi buttons too fast
Can you show me what you mean?
- Wed Dec 30, 2015 10:36 pm
- Forum: SGDK
- Topic: Hik's SGDK Experiments
- Replies: 17
- Views: 13451
Re: Hik's SGDK Experiments
You're welcome. Thanks ,I made the graphics as a pixel lineart based off a photo of the actual joypad.
I might make a 6 button pad version later but most games I've played only use the A ,B and C buttons.
Maybe I'll make a game at some point which uses the X ,Y ,Z buttons specificly with the other ...
I might make a 6 button pad version later but most games I've played only use the A ,B and C buttons.
Maybe I'll make a game at some point which uses the X ,Y ,Z buttons specificly with the other ...
- Mon Dec 28, 2015 9:46 pm
- Forum: SGDK
- Topic: Hik's SGDK Experiments
- Replies: 17
- Views: 13451
Re: Hik's SGDK Experiments
I updated the joypad rom so that now the buttons Start ,A ,B and C can be pressed in any combination
while the arrow keys can also be pressed. I changed the graphics so that instead of using two sprites ,
I'm now using 4 sprites ; 1. Arrow keys - 2. Start button - 3. A and B buttons 4. - C button ...
while the arrow keys can also be pressed. I changed the graphics so that instead of using two sprites ,
I'm now using 4 sprites ; 1. Arrow keys - 2. Start button - 3. A and B buttons 4. - C button ...
- Mon Sep 14, 2015 9:18 pm
- Forum: SGDK
- Topic: Dynamically build a background for BPLAN from tiles at runtime
- Replies: 8
- Views: 5104
Re: Dynamically build a background for BPLAN from tiles at runtime
If it has to be on the BPLAN then the best way I know of how to do it so far is to individually load each tile as an image.
I'm thinking you can just load that one palette and have all the tile images use that same one.
That won't work as the PAL data will be different for each image you load in ...
I'm thinking you can just load that one palette and have all the tile images use that same one.
That won't work as the PAL data will be different for each image you load in ...
- Mon Sep 14, 2015 8:42 pm
- Forum: SGDK
- Topic: Dynamically build a background for BPLAN from tiles at runtime
- Replies: 8
- Views: 5104
Re: Dynamically build a background for BPLAN from tiles at runtime
If it has to be on the BPLAN then the best way I know of how to do it so far is to individually load each tile as an image.
I'm thinking you can just load that one palette and have all the tile images use that same one.
I'm thinking you can just load that one palette and have all the tile images use that same one.