Search found 118 matches
- Tue Oct 15, 2019 3:56 pm
- Forum: SGDK
- Topic: Sprite half in front of PLAN_A and the other half behind.
- Replies: 8
- Views: 9032
Re: Sprite half in front of PLAN_A and the other half behind.
Nice! Now it's using only PLAN_B. First I put full screen with low priority, then it load's 7 little tile maps (4x4) to put in front with high priority. VDP_loadTileSet(boss_hide_02.tileset, *paramInd, DMA); paramMapA = unpackMap(boss_hide_02.map, NULL); VDP_setMapEx(PLAN_B, paramMapA, TILE_ATTR_FUL...
- Sat Oct 12, 2019 1:01 am
- Forum: SGDK
- Topic: Sprite half in front of PLAN_A and the other half behind.
- Replies: 8
- Views: 9032
- Fri Oct 11, 2019 5:48 pm
- Forum: SGDK
- Topic: Sprite half in front of PLAN_A and the other half behind.
- Replies: 8
- Views: 9032
Re: Sprite half in front of PLAN_A and the other half behind.
It's so strange .
Looking how SNES version of Goof Troop works, I saw the inverse, something like a "reveal area", I don't know if it is easily possible on Sega Genesis.
Thank you!
Looking how SNES version of Goof Troop works, I saw the inverse, something like a "reveal area", I don't know if it is easily possible on Sega Genesis.
Thank you!
- Fri Oct 11, 2019 1:42 pm
- Forum: SGDK
- Topic: Sprite half in front of PLAN_A and the other half behind.
- Replies: 8
- Views: 9032
Re: Sprite half in front of PLAN_A and the other half behind.
Solved.
Issue caused by Pirate depth (Prio = FALSE and depth = MIN_DEPTH +40 aprox.) , after changed to MAX_DEPTH it works.
How sprite depth can afect PLAN_A tile depth?
I don't understand.
Thank you!
Issue caused by Pirate depth (Prio = FALSE and depth = MIN_DEPTH +40 aprox.) , after changed to MAX_DEPTH it works.
How sprite depth can afect PLAN_A tile depth?
I don't understand.
Thank you!
- Thu Oct 10, 2019 9:12 pm
- Forum: SGDK
- Topic: Sprite half in front of PLAN_A and the other half behind.
- Replies: 8
- Views: 9032
Sprite half in front of PLAN_A and the other half behind.
Hi! PLAN_A have priority = TRUE and Sprite have priority = TRUE, I've checked if my code change it in somewhere, but it doesn't happens. There is a explanation for it? Thank you! My issue rom_002.jpg rom_003.jpg ROM DOWNLOAD https://www.mediafire.com/file/1irl8z11eueivqi/rom.rar/file Is it works lik...
- Tue Oct 08, 2019 12:25 am
- Forum: SGDK
- Topic: Help with crash
- Replies: 5
- Views: 6566
Re: Help with crash
Be carefull with array sizes, maximum variable sizes, variable initialization.
Use GensKMod with debug options, CPU -> Messages.
Use GensKMod with debug options, CPU -> Messages.
- Tue Oct 01, 2019 3:43 pm
- Forum: SGDK
- Topic: SRAM read / write
- Replies: 27
- Views: 29777
Re: SRAM read / write
I want to make a 32Mbit rom.
There is a way to SGDK or compiler skip addresses between SRAM start and end?
Thank you!
There is a way to SGDK or compiler skip addresses between SRAM start and end?
Thank you!
- Tue Oct 01, 2019 3:50 am
- Forum: SGDK
- Topic: Horizontal Scroll not showing all background image
- Replies: 20
- Views: 21520
Re: Horizontal Scroll not showing all background image
Try with another NONE
name, img_file, compression, mapopt
name, img_file, compression, mapopt
Code: Select all
IMAGE bgb_image "gfx/bgb.png" NONE NONE
IMAGE bga_image "gfx/bga.png" NONE NONE
- Tue Oct 01, 2019 2:11 am
- Forum: SGDK
- Topic: Horizontal Scroll not showing all background image
- Replies: 20
- Views: 21520
Re: Horizontal Scroll not showing all background image
Maybe it is rescomp's optimization.
Look your .res file.
0 / NONE = no optimisation (each tile is unique)
1 / ALL = find duplicate and flipped tile (default)
2 / DUPLICATE = find duplicate tile only
https://github.com/Stephane-D/SGDK/blob ... escomp.txt
Look your .res file.
0 / NONE = no optimisation (each tile is unique)
1 / ALL = find duplicate and flipped tile (default)
2 / DUPLICATE = find duplicate tile only
https://github.com/Stephane-D/SGDK/blob ... escomp.txt
- Sun Sep 29, 2019 11:31 pm
- Forum: SGDK
- Topic: SRAM read / write
- Replies: 27
- Views: 29777
SRAM read / write
How to use SRAM_readByte and SRAM_writeByte?
Spy:28464 want to write a Byte at 00600001
Thank you!
Spy:28464 want to write a Byte at 00600001
Thank you!
Code: Select all
//write score
SRAM_writeWord(0x00200000, score);
...
//read score
score= SRAM_readWord(0x00200000);
- Tue Sep 24, 2019 3:25 pm
- Forum: SGDK
- Topic: Load Custom Font
- Replies: 3
- Views: 5510
Re: Load Custom Font
Stef, using IMAGE and DMA my font didn't work correctly, instead of showing 60, it showed 71.
With the code below it works.
c
res
Thank you!
Thank you again for SGDK 1.41!
With the code below it works.
c
Code: Select all
VDP_loadFont(&custom_font, CPU);
Code: Select all
TILESET custom_font "gfx/font.png" -1
Thank you again for SGDK 1.41!
- Mon Sep 23, 2019 4:03 am
- Forum: SGDK
- Topic: Load Custom Font
- Replies: 3
- Views: 5510
Load Custom Font
Hi, I need help with custom font.
Thank you!
.res
Thank you!
Code: Select all
u32 customFont = VDP_loadFont(&custom_font, DMA);
VDP_loadFontData(&customFont, custom_font.numTile, DMA);
Code: Select all
TILESET custom_font "gfx/font.png" BEST
PALETTE custom_pal "gfx/font.png"
- Wed Sep 18, 2019 6:13 pm
- Forum: SGDK
- Topic: NM2WCH error / crash
- Replies: 2
- Views: 8245
Re: NM2WCH error / crash
Thank you!
- Wed Sep 11, 2019 3:12 pm
- Forum: SGDK
- Topic: KGens Debug
- Replies: 5
- Views: 8507
Re: KGens Debug
Solved random crashes and some bugs using CPU > Debug > Messages and KDebug_Alert, KLog_S1...
Thank you!
Thank you!
- Sat Sep 07, 2019 5:15 pm
- Forum: SGDK
- Topic: KGens Debug
- Replies: 5
- Views: 8507
Re: KGens Debug
Ok! I'm trying to fix random bugs. After 'want to write a Word' rom crashes. Please look full log. gens_KMod.rar Thank you! ... Spy:@ (9,228) 68k (@ 0x292B0) -> VRAM of 144 words from FF35F2 to F400 (VRAM access) Spy:@ (9,228) 68k (@ 0x292B0) -> VRAM of 144 words from FF35F2 to F400 (VRAM access) Sp...