Search found 86 matches
- Thu Dec 17, 2015 4:16 am
- Forum: SGDK
- Topic: Linux and Mac OS X GenDev builds with SGDK
- Replies: 5
- Views: 3903
Re: Linux and Mac OS X GenDev builds with SGDK
The windows version is also very slow and crashes frequently during compilation. Really hard to use for any larger project.
- Mon Dec 14, 2015 5:27 pm
- Forum: SGDK
- Topic: Linux and Mac OS X GenDev builds with SGDK
- Replies: 5
- Views: 3903
Linux and Mac OS X GenDev builds with SGDK
I've experienced great difficulty reliably building gcc-m68k for use with Gendev/SGDK, so for a while I've had some binaries around that I keep just in case it's giving me trouble. I make a little installer shell script and packaged my Linux and OS X builds in case they are useful to anybody wanting...
- Fri Dec 11, 2015 5:07 pm
- Forum: Megadrive/Genesis
- Topic: Hello...
- Replies: 16
- Views: 11635
Re: Hello...
Those emulators aren't good for testing for hardware quirks, or even CPU timings, but for testing your game logic they are absolutely fine. If you test periodically on hardware or more accurate emulators, then it's okay to drop down to the simpler ones for testing parts of the game too.
- Fri Dec 11, 2015 5:05 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26697
Re: Theorical question about the sprites
I have a new error and it's come from my C langage variable. I have an array like : static const u16 lev0B[16800] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0 ...}; I use a function to create my map : void SCR_screenDraw(u16 plan, const Bitmap nTiles, u16 nIndex, u8 nSizeH, u8 nSizeV, const u16 nPal, u8 nPlanSi...
- Fri Dec 11, 2015 4:57 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26697
Re: Theorical question about the sprites
EDIT: Whoops, I replied without reading through most of the thread (just the first few posts). This may not help you that much in the end but I've left it here just in case. If you'd like to try it, you can use my sprite support code: https://github.com/Mikejmoffitt/LICS/blob/master/src/sprites.c an...
- Wed Dec 09, 2015 6:10 am
- Forum: UMDK
- Topic: UMDK manufacturing, part 2: Software
- Replies: 253
- Views: 248746
Re: UMDK manufacturing, part 2: Software
once we have all necessary binaries built both for the host computer and for the UMDK, they should be fully distributed In my experience, that is kinda problematic. Binaries don't work too well if you build on one distro and use on another. Are you still having trouble building the software? Which ...
- Mon Dec 07, 2015 5:37 pm
- Forum: UMDK
- Topic: UMDK manufacturing, part 2: Software
- Replies: 253
- Views: 248746
Re: UMDK manufacturing, part 2: Software
Regarding ease of "getting started", once we have all necessary binaries built both for the host computer and for the UMDK, they should be fully distributed in a "ready to go" package in addition to the build script. Mine is still failing as the gcc-m68k build process is having problems. I'll grab t...
- Fri Dec 04, 2015 4:57 am
- Forum: UMDK
- Topic: UMDK manufacturing, part 2: Software
- Replies: 253
- Views: 248746
Re: UMDK manufacturing, part 2: Software
I've been out of the loop, but my Firmware.bin is also 1280 bytes. I'm wondering if anyone would be willing to just upload binaries. I do not think it's necessary for us all to build the files expecting the same results, at least for the sake of verifying our hardware. I did a visual inspection of m...
- Mon Nov 30, 2015 9:04 am
- Forum: UMDK
- Topic: UMDK manufacturing, part 2: Software
- Replies: 253
- Views: 248746
Re: UMDK manufacturing, part 2: Software
Unfortunately my TMSS-free Genesis is in storage and won't be available for about a month. If it's still helpful later on, then I'll see what difference it makes.
- Tue Nov 24, 2015 9:04 pm
- Forum: UMDK
- Topic: UMDK manufacturing, part 2: Software
- Replies: 253
- Views: 248746
Re: UMDK manufacturing, part 2: Software
I can pull my Sega Genesis out of storage and give it a try. It can run in NTSC or PAL mode, so we can see if any issues lie there.
- Mon Nov 23, 2015 5:17 am
- Forum: UMDK
- Topic: UMDK manufacturing, part 2: Software
- Replies: 253
- Views: 248746
Re: UMDK manufacturing, part 2: Software
I got all of the software stuff done, as well as testing. The board is looking great to the computer. The udev rules weren't working, so I did the setup as root. I'm hoping I can solve that and not need that in the future, but it shouldn't be a detriment for getting this loaded up the first time. My...
- Sat Nov 21, 2015 2:11 am
- Forum: UMDK
- Topic: UMDK manufacturing, part 2: Software
- Replies: 253
- Views: 248746
Re: UMDK manufacturing, part 2: Software
I've received mine. It looks great! Big props for organizing this order.
...Now what?
...Now what?
- Fri Nov 20, 2015 11:02 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26697
Re: Theorical question about the sprites
You should put your HUD in the Window plane, as it's made for this. Anywhere the Window plane is being revealed it will replace Plane A. It is hard to explain without a visual example. This will let you use Plane A and B for your game.
- Wed Nov 11, 2015 5:43 am
- Forum: Megadrive/Genesis
- Topic: setting a bit on a ram variable
- Replies: 8
- Views: 5725
Re: setting a bit on a ram variable
In C, you can do it a few ways. Here is one // To set a bit var = var | (1 << bit); // To clear a bit var = var & (~(1 << bit)); If you are more comfortable, you can make a macro: #define BITSET(x, y) x = x | ( 1 << y) #define BITCLR(x, y) x = x & (~(1 << y)) // You can now do this: BITSET(var, 2); ...
- Sun Nov 08, 2015 10:26 pm
- Forum: UMDK
- Topic: UMDK Manufacturing ready
- Replies: 37
- Views: 38356
Re: UMDK Manufacturing ready
I don't know what kind of drama surrounds the USB development kit and I don't care. We are adults and want a development system. It isn't worth anybody's time to argue about who said what or who credited who for such and such. It doesn't matter at all and isn't going to change anybody's life. For ev...