Search found 2985 matches

by Chilly Willy
Wed Jan 25, 2023 9:04 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 477965

Re: New 32x game in development!

Currently, VGMs need to be compressed, and cannot use the old PCM sample commands (they must use the new PCM stream commands). The current compression used is lzss with LZSS_BUF_SIZE set to 0x8000. The xgm tool can convert VGM with old PCM commands into the new form, IIRC.
by Chilly Willy
Tue Jan 24, 2023 8:51 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 477965

Re: New 32x game in development!

The palette code in Doom works because Doom stores palettes as three bytes of R, G, B. BMPs don't. Doom doesn't use BMPs. If you use BMPs, you must alter the code to use them, as you discovered. :D And to cero, BMP format doesn't compress the data unless you select RLE compression. And outputting as...
by Chilly Willy
Sun Jan 22, 2023 11:22 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 477965

Re: New 32x game in development!

The palette code you had was fine, but you need to fetch B first, then fetch G, then fetch R, then skip the next byte for each of the 256 entries.
by Chilly Willy
Sun Jan 22, 2023 6:09 pm
Forum: SGDK
Topic: TileSet internal data
Replies: 43
Views: 74334

Re: TileSet internal data

The HV counters are at 0xC00008. 5.) HV Counter The HV counter returns the vertical and horizontal position of the television's raster beam. Reading the HV counter will return the following data: VC7 VC6 VC5 VC4 VC3 VC2 VC1 VC0 (D15-D08) HC8 HC7 HC6 HC5 HC4 HC3 HC2 HC1 (D07-D00) VCx = Vertical posit...
by Chilly Willy
Sun Jan 22, 2023 6:03 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 477965

Re: New 32x game in development!

Chilly! This is fantastic and I swear you were reading my mind! I saw these around function attributes and wondered what these were for! So, I have a few questions. First, you mentioned certain functions will work better/faster if they're in sdram? How do I determine which functions are good candid...
by Chilly Willy
Sat Jan 21, 2023 11:46 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 477965

Re: New 32x game in development!

Yeah, the very latest versions of gcc generate a lot of warnings related to debug info. Haven't bothered to look into that as it has no actual bearing on the program itself. 9.x didn't do that from what I remember, but 12.x does. I THINK it's related to moving functions into sdram. Oh yeah! That's p...
by Chilly Willy
Thu Jan 19, 2023 8:50 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 477965

Re: New 32x game in development!

This should be interesting. The more 32X games, the better. I was always a big fan of the 32X, and was sad it got short shrifted by Sega back in the day. They could have at least waited until Rayman 32X was released! :lol: As for audio, I like using audacity and sox. Sox is a small command line conv...
by Chilly Willy
Wed Jan 18, 2023 11:07 pm
Forum: SGDK
Topic: TileSet internal data
Replies: 43
Views: 74334

Re: TileSet internal data

Definitely better. I love isometric games like that. Takes me back to one of my all-time favorite games on the Amiga: The Faery Tale Adventures.
by Chilly Willy
Wed Jan 18, 2023 11:05 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 15608

Re: sixpack handling of palettes for multiple images?

There are many resources detailing the format of BMP files. Here's wikipedia's: https://en.wikipedia.org/wiki/BMP_file_format#Bitmap_file_header Here's a demo I made of a BMP viewer on the MD (one of several I was testing to see how good I could make general BMPs look on the MD): https://pastebin.co...
by Chilly Willy
Wed Jan 18, 2023 10:48 pm
Forum: Super 32X
Topic: All sound options explained?
Replies: 7
Views: 21693

Re: All sound options explained?

I'll be here when you have questions. This is why I make all my code open source (when allowed by contract, of course) - maybe this will help people who don't want to reinvent the wheel... or maybe help someone build a better wheel. :D
by Chilly Willy
Tue Jan 17, 2023 11:38 pm
Forum: SGDK
Topic: TileSet internal data
Replies: 43
Views: 74334

Re: TileSet internal data

The fastest way to "disable" a plane is to point it to a "blank" name table - a section of memory with all entries set to whatever tile is your "blank" tile. That also means you would need room in vram for that blank name table. If you don't have the room for that, you're stuck filling the name tabl...
by Chilly Willy
Tue Jan 17, 2023 11:32 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 15608

Re: sixpack handling of palettes for multiple images?

I tend to embed the BMP in the cart and read the pal and data straight from the BMP. :D So for sprites, I simply have them in BMP format... and the background... and anything else... It's a LITTLE wasteful of space since the palette is the same in all BMPs (if you did it right), and you don't need t...
by Chilly Willy
Tue Jan 17, 2023 11:21 pm
Forum: Super 32X
Topic: All sound options explained?
Replies: 7
Views: 21693

Re: All sound options explained?

A follow on post of some code from D32XR about some things you may want to do in your own code. semaphores static char seg_lock = 0; static void R_LockSeg(void) { int res; do { __asm volatile (\ "tas.b %1\n\t" \ "movt %0\n\t" \ : "=&r" (res) \ : "m" (seg_lock) \ ); } while (res == 0); } static void ...
by Chilly Willy
Tue Jan 17, 2023 11:08 pm
Forum: Super 32X
Topic: All sound options explained?
Replies: 7
Views: 21693

Re: All sound options explained?

src-md folder ----------------- Makefile - makes the 68000 code/data block used by the game. The binary block of data generate will be included into the 32X side at the proper place. crt0.s - main start of the 68000 code. The 68000 jumps to _start after the 32X has been started. _start clears the ra...
by Chilly Willy
Mon Jan 16, 2023 8:23 pm
Forum: Tools
Topic: sixpack handling of palettes for multiple images?
Replies: 23
Views: 15608

Re: sixpack handling of palettes for multiple images?

Sounds like the sixpack tool is changing the palette. Can't tell you how to fix that as I don't use it. Use GIMP or mtPaint and mess with BMPs directly.