Search found 478 matches
- Sun Feb 07, 2016 5:46 pm
- Forum: SGDK
- Topic: Sprite display area
- Replies: 1
- Views: 2253
Re: Sprite display area
All that confusion comes from using ambigious things. "Sprite visible position" - is ambigious term. All what it can do, is confuse you. To describe sprite positioning on screen in complete way, all you have to do is to say: 1) all sprites is rects, axis aligned. 2) two axis: x, y. X is horizontal a...
- Sun Jan 31, 2016 1:11 pm
- Forum: SGDK
- Topic: Is it possible to scroll two planes horizontally by line AND plane?
- Replies: 5
- Views: 4491
Re: Is it possible to scroll two planes horizontally by line AND plane?
wutPOLYGAMe wrote:The problem is, since I've set the horizontal scroll to 'line' I can't scroll my background as one image.
just put same value for each line.
- Fri Jan 29, 2016 2:23 pm
- Forum: SGDK
- Topic: C optimizations
- Replies: 20
- Views: 12487
Re: C optimizations
In fact, no. Until recently, I didn't even know these tools exist, and since, I don't really see how they help. Code profiler providing info how long takes execution of each part of your program. In result, if something does spent most of CPU time, it means that it's your program bottleneck. If you...
- Thu Jan 28, 2016 9:02 pm
- Forum: SGDK
- Topic: C optimizations
- Replies: 20
- Views: 12487
Re: C optimizations
if you wanna profile your code, write simple Lua script and use my version of gens. But, in plain result you'll get addresses. To get lines of source where it does slow, you have to compile your ROM with debug information, and somehow extract this debug info on your own. It's long way, I never did ...
- Wed Jan 27, 2016 6:57 pm
- Forum: SGDK
- Topic: C optimizations
- Replies: 20
- Views: 12487
Re: C optimizations
if you wanna profile your code, write simple Lua script and use my version of gens. But, in plain result you'll get addresses. To get lines of source where it does slow, you have to compile your ROM with debug information, and somehow extract this debug info on your own. It's long way, I never did t...
- Sun Jan 24, 2016 1:16 pm
- Forum: SGDK
- Topic: Some problems with code compilation
- Replies: 10
- Views: 5612
Re: Some problems with code compilation
Usage of global variables in C for noobs: 1) define variable in single header (*.h) with extern keyword. 2) define variable in single source (*.cpp) without extern keyword. If you wanna have different variables with same name in different sources (*.cpp) you should use static keyword. If you wanna d...
- Thu Jan 21, 2016 5:38 pm
- Forum: Controls
- Topic: Joypads 3/6 Button Response Timings
- Replies: 7
- Views: 13041
Re: Joypads 3/6 Button Response Timings
I don't think that's a valid combination... (address registers can't have byte operations done on them) Yeah, when I check reference first, I somehow missed note for source: "For byte size operation, address register direct is not allowed" Because I thougth as in all other places it should be marke...
- Thu Jan 21, 2016 2:58 pm
- Forum: Controls
- Topic: Joypads 3/6 Button Response Timings
- Replies: 7
- Views: 13041
Re: Joypads 3/6 Button Response Timings
You could probably shave off four cycles by using something like MOVE.B D0, (A0) (and having the $40/$00 in the register beforehand). You can't avoid those initial four cycles reading the opcode though, so that's as fast as it gets. Problem is that I'm using all d0-d7 to store results of joypad rea...
- Wed Jan 20, 2016 2:37 pm
- Forum: Controls
- Topic: Joypads 3/6 Button Response Timings
- Replies: 7
- Views: 13041
Re: Joypads 3/6 Button Response Timings
And for what matters, two NOPs should be guaranteed to work because that's what Sonic 1 uses and nobody in their right mind would make a controller that doesn't work with that game. If it's true, then it should show not bigger than 4 for appropriate delays. Reason is: there are many implementations...
- Wed Jan 20, 2016 12:04 am
- Forum: SGDK
- Topic: Mixing C and asm
- Replies: 10
- Views: 5464
Re: Mixing C and asm
but two labels ".ret" leads to error of "already defined"...
- Wed Jan 20, 2016 12:01 am
- Forum: Controls
- Topic: Joypads 3/6 Button Response Timings
- Replies: 7
- Views: 13041
Joypads 3/6 Button Response Timings
Hooray! I made this nice ROM powered with SGDK. ( edit: ROM updated) edit2: Now it outputs even numbers. There is no way to wait odd count of cycles. And, now instead of 1/2/3 it shows 4 because smallest is NOP = 4 cycles. edit3: ROM updated, added 4 more variants for test: using new move.w a2,(a0) ...
- Tue Jan 19, 2016 5:52 pm
- Forum: SGDK
- Topic: Mixing C and asm
- Replies: 10
- Views: 5464
Re: Mixing C and asm
As I see in code posted here... you're using syntax without "%". How do you use them? When I tried to compile assembly in SGDK, it required gcc syntax (actually GNU syntax). Oh, I see a bit above answer on this question. Sorry, I'm slowpoke :oops: Ok, to avoid deleting this post, I'll ask other ques...
- Mon Jan 18, 2016 7:03 pm
- Forum: Video Display Processor
- Topic: VDP 128Kb Extended VRAM mode
- Replies: 44
- Views: 85386
Re: VDP 128Kb Extended VRAM mode
Yeah, a DMA memory operation takes the same number of cycles (4), but the clock is much faster as it's the VDP's current clock which is either MCLK/4 or MCLK/5 whereas the 68K's clock is MCLK/7. Wait, 1/MCLK = ~18.624 ns So, if DMA does read at speed MCLK/4 during 4 cycles, it means that it shoud r...
- Mon Jan 18, 2016 6:43 pm
- Forum: SGDK
- Topic: Is it possible to 'mirror' the screen easily?
- Replies: 23
- Views: 12628
Re: Is it possible to 'mirror' the screen easily?
alko
That means that program you use sux
That means that program you use sux
- Fri Jan 15, 2016 8:04 pm
- Forum: SGDK
- Topic: Device ID in SGDK (joy.c)
- Replies: 5
- Views: 4362
Re: Device ID in SGDK (joy.c)
Ok, during looking into games assembly, I made this ROM for educational purposes.
https://gist.github.com/realmonster/ae8 ... 89f9b3be72
https://gist.github.com/realmonster/ae8 ... 89f9b3be72