Search found 118 matches

by cloudstrifer
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...
by cloudstrifer
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

Re: Sprite half in front of PLAN_A and the other half behind.

Miquel wrote:
Fri Oct 11, 2019 8:50 pm
- The tiles which are in front of the bomb launchers
I agree, it's better.
I think SNES version do it too.

I don't know how to change depth of specific tile.

Thank you!
by cloudstrifer
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 :shock: .
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.

:D :D :D
Thank you!
by cloudstrifer
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!
by cloudstrifer
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...
by cloudstrifer
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.
by cloudstrifer
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!
by cloudstrifer
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

Code: Select all

IMAGE bgb_image "gfx/bgb.png" NONE NONE
IMAGE bga_image "gfx/bga.png" NONE NONE
by cloudstrifer
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
by cloudstrifer
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!

Code: Select all

//write score
SRAM_writeWord(0x00200000, score);
...
//read score
score= SRAM_readWord(0x00200000);
by cloudstrifer
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. :shock:


With the code below it works.

c

Code: Select all

	VDP_loadFont(&custom_font, CPU);
res

Code: Select all

	TILESET custom_font "gfx/font.png" -1
Thank you!
Thank you again for SGDK 1.41! :D
by cloudstrifer
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!

Code: Select all

	u32 customFont = VDP_loadFont(&custom_font, DMA);		
	VDP_loadFontData(&customFont, custom_font.numTile, DMA);	
.res

Code: Select all

	TILESET custom_font "gfx/font.png" BEST
	PALETTE custom_pal "gfx/font.png"
by cloudstrifer
Wed Sep 18, 2019 6:13 pm
Forum: SGDK
Topic: NM2WCH error / crash
Replies: 2
Views: 8245

Re: NM2WCH error / crash

Thank you! :mrgreen:
by cloudstrifer
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!
by cloudstrifer
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...