Search found 69 matches
- Thu Mar 08, 2018 4:14 am
- Forum: SGDK
- Topic: Transparent WINDOW
- Replies: 5
- Views: 4138
Re: Transparent WINDOW
Window replaces Plane A, so they cannot be drawn over the same area at the same time. It is a limitation of the VDP. I believe sonic uses sprites for the HUD.
- Sat Sep 16, 2017 5:34 pm
- Forum: SGDK
- Topic: SGDK and Visual Studio Code template
- Replies: 13
- Views: 11859
Re: SGDK and Visual Studio Code template
Notice how it shows E:SGDK/MD.ld. I'm guessing your GDK environment variable is E:\SGDK, but needs to be E:/SGDK. Some of these programs think a backslash is an escape character instead of a path separator.
- Wed Sep 13, 2017 7:29 pm
- Forum: SGDK
- Topic: Slow XGA playback on PAL
- Replies: 6
- Views: 5148
Re: Slow XGA playback on PAL
Z80_loadDriver() sets the tempo lower on PAL
Code: Select all
// define default tempo
if (IS_PALSYSTEM) SND_setMusicTempo_XGM(50);
else SND_setMusicTempo_XGM(60);
- Fri Sep 08, 2017 1:13 pm
- Forum: SGDK
- Topic: How use PLAN_WINDOW for sgdk
- Replies: 9
- Views: 7865
Re: How use PLAN_WINDOW for sgdk
That happened because SGDK uses 0xB800 and 0xBC00 for the sprite list and horizontal scroll table by default, clobbering the bottom half of the PLAN_WINDOW. If you are only using 64x32 plane size instead of 64x64 setting the window plane to 0xD000 should be fine. If you are using the default 64x64 s...
- Wed Sep 06, 2017 8:11 pm
- Forum: SGDK
- Topic: Slow XGA playback on PAL
- Replies: 6
- Views: 5148
Re: Slow XGA playback on PAL
Try this:
XGM_setMusicTempo(60);
To test you can modify your header temporarily to just have "E" in region, then emulators should run it at 50hz.
XGM_setMusicTempo(60);
To test you can modify your header temporarily to just have "E" in region, then emulators should run it at 50hz.
- Fri Sep 01, 2017 2:17 pm
- Forum: SGDK
- Topic: Rescomp in CodeBlocks
- Replies: 2
- Views: 2564
Re: Rescomp in CodeBlocks
It creates a tileset and tilemap, and in your case looks like it compresses both.
- Wed Aug 23, 2017 5:12 pm
- Forum: Tools
- Topic: Update your Genesis/32X Toolchain!
- Replies: 110
- Views: 134176
Re: Update your Genesis/32X Toolchain!
Here's what I do. Make a global byte somewhere in the assembly where you declare your variables (pasting this before ".section.keepboot" in sega.s will work). .section .data .globl vblank vblank: ds.b 1 Point the VInt vector to this. All it does is clear the byte. VerticalInt: clr.b (vblank) rte The...
Re: GCC 7
Well apparently, --disable-multilib was what I was missing. Thanks for the link, forgot Saturn had one of those things too.
GCC 7
I'm having some issues getting any GCC newer than 4.x to build libgcc for SH. Gendev also had this issue if you tried to use a newer GCC than it used (4.8.6 I think) back when it supported 32X. The error: /home/grind/marsdev/toolchain/gcc-7.2.0/build/./gcc/xgcc -B/home/grind/marsdev/toolchain/gcc-7....
- Tue Aug 15, 2017 3:47 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1161788
Re: Sega Genesis Dev Kit (SGDK)
Overwrite your old sega.s with the new one in 1.2+
Re: SPRITES
Do you have an include for "name_of_res_file.h"? Rescomp generates that header based on the .res.
- Mon Jun 19, 2017 5:26 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1161788
Re: Sega Genesis Dev Kit (SGDK)
Really cool stuff with the LTO, seems to work fine with Gendev as well with -flto/-fuse-linker-plugin. For those who still want to generate a symbol table: PLUGIN=$(GENDEV)/m68k-elf/libexec/gcc/m68k-elf/6.3.0 symbol.txt: MYROM.bin $(NM) --plugin=$(PLUGIN)/liblto_plugin.so -n MYROM.elf > symbol.txt A...
- Wed Apr 19, 2017 11:57 am
- Forum: SGDK
- Topic: ROM vs RAM
- Replies: 2
- Views: 2589
Re: ROM vs RAM
All global variables are loaded into RAM unless they are declared const. If you are using SGDK the boot/sega.s file loads that stuff for you on startup or a hard reset. I've never had to modify a SpriteDefinition, which rescomp creates as const (so ROM). There is probably a much better way to do wha...
- Sun Nov 06, 2016 12:01 am
- Forum: SGDK
- Topic: Starting a fade in/out sometimes crashes on hardware
- Replies: 9
- Views: 5335
Re: Starting a fade in/out sometimes crashes on hardware
Oh I see, I misunderstood how VDP_waitVSync works. I thought disabling interrupts might make it loop indefinitely, but the vblank flag it checks seems to be changed regardless.
- Sat Nov 05, 2016 8:39 pm
- Forum: SGDK
- Topic: Starting a fade in/out sometimes crashes on hardware
- Replies: 9
- Views: 5335
Re: Starting a fade in/out sometimes crashes on hardware
I tried putting this into my title screen loop, and it doesn't seem to freeze the game at all (ate controller inputs though). SYS_disableInts(); VDP_waitVSync(); VDP_waitVSync seems to re-enable interrupts (or at least just VInt), so maybe it would be just fine to leave it the way it is, and call SY...