Search found 68 matches

by Hik
Sun Oct 02, 2016 10:59 pm
Forum: Demos
Topic: Catgirl Pool Party [Work in progress]
Replies: 50
Views: 40076

Catgirl Pool Party [Work in progress]

I've been working on this for a while and its starting to shape up to be something so I thought I'd share it; http://i.imgur.com/PhpihJh.png Here's the rom ; https://www.dropbox.com/s/izxwl22z3ov18hq/Catgirl%20demo.bin?dl=1 This old version seems to work better on kega fusion than the latest update ...
by Hik
Sun Oct 02, 2016 5:51 pm
Forum: SGDK
Topic: VDP_drawText - palette index colour
Replies: 22
Views: 11906

Re: VDP_drawText - palette index colour

I'm using SGDK 1.21 Here's the code; // ...code... SYS_disableInts(); VDP_resetScreen(); // reset palettes //VDP_setTextPalette(0); //VDP_setPaletteColors(0, palette_black, 64); // <------Enable Fade in // Load images VDP_drawImageEx(PLAN_A, &title_image, TILE_ATTR_FULL(PAL1, FALSE, FALSE, FALSE, in...
by Hik
Sun Oct 02, 2016 3:54 pm
Forum: SGDK
Topic: VDP_drawText - palette index colour
Replies: 22
Views: 11906

Re: VDP_drawText - palette index colour

I just ran into this issue with my code. I was doing a fade in but the text disappeared. Disabling the fade in made the text reappear. I think it did work before I added a sprite. Anyway ,I don't really need the fade in for that part but I'm bringing this up as a reminder that fading in text and doi...
by Hik
Sun Sep 25, 2016 9:46 pm
Forum: SGDK
Topic: Weird problem with SGDK on REAL hardware
Replies: 31
Views: 20857

Re: Weird problem with SGDK on REAL hardware

I think it's got something to do with the dma.c (my rom works fine on the emulators I have) To be honest I don't know what the issue is either other than it just displaying blackscreen on a friend's real hardware. I don't have my mega drive working so I can't test it myself and I'm not really sure h...
by Hik
Sat Sep 24, 2016 9:41 pm
Forum: SGDK
Topic: Weird problem with SGDK on REAL hardware
Replies: 31
Views: 20857

Re: Weird problem with SGDK on REAL hardware

I had a friend try out my rom on real hardware but there was just a blackscreen.
The code looks pretty similar on the latest version as before doragasu's fix so I think it might be that.

It would be great if it were fixed in SGDK builds so that it works on real hardware without issues.
by Hik
Mon Sep 19, 2016 3:03 pm
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 10560

Re: Troubles with sprites (new version SGDK)

Thanks it works now.
by Hik
Mon Sep 19, 2016 2:38 pm
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 10560

Re: Troubles with sprites (new version SGDK)

sprite.h #ifndef _RES_SPRITE_H_ #define _RES_SPRITE_H_ extern const SpriteDefinition sega_logo_sprite; #endif // _RES_SPRITE_H_ sprite.res SPRITE sega_logo_sprite "sega_logo_spritesheet.png" 13 4 -1 10 main.c #include <genesis.h> #include "gfx.h" #include "sprite.h" //Sets default values for VDP reg...
by Hik
Sun Sep 18, 2016 10:27 pm
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 10560

Re: Troubles with sprites (new version SGDK)

I keep getting incompatible types in assignment errors when using SPR_addSprite on the latest version of SGDK.

Can someone help fix that?
by Hik
Sun Aug 14, 2016 11:20 pm
Forum: SGDK
Topic: Troubles with sprites (new version SGDK)
Replies: 17
Views: 10560

Re: Troubles with sprites (new version SGDK)

I'm also ajusting to the changes in the sprite engine. I still have some things to fix with the code I've got , mostly "incompatible types in assignment" errors and some declaration errors. I still have a lot to learn when it comes to programming but it helps that I'm really interested in the Mega D...
by Hik
Fri Jan 08, 2016 1:37 pm
Forum: SGDK
Topic: Hik's SGDK Experiments
Replies: 17
Views: 10381

Re: Hik's SGDK Experiments

I tested the joypad rom again and figured out how to reproduce the glitches. It seems to only happen when I'm pressing the directional buttons and the other buttons at the same time rapidly. The glitches not only happen while the buttons are shown as being pressed but also in between the frames show...
by Hik
Fri Jan 01, 2016 9:49 pm
Forum: SGDK
Topic: Hik's SGDK Experiments
Replies: 17
Views: 10381

Re: Hik's SGDK Experiments

KanedaFr wrote:FYI, it seems there are some glitches when you press multi buttons too fast
I pressed all the buttons as fast as I could and haven't found any glitches. (I've only tested it with Gens)

Can you show me what you mean?
by Hik
Wed Dec 30, 2015 10:36 pm
Forum: SGDK
Topic: Hik's SGDK Experiments
Replies: 17
Views: 10381

Re: Hik's SGDK Experiments

You're welcome. Thanks ,I made the graphics as a pixel lineart based off a photo of the actual joypad. I might make a 6 button pad version later but most games I've played only use the A ,B and C buttons. Maybe I'll make a game at some point which uses the X ,Y ,Z buttons specificly with the other o...
by Hik
Mon Dec 28, 2015 9:46 pm
Forum: SGDK
Topic: Hik's SGDK Experiments
Replies: 17
Views: 10381

Re: Hik's SGDK Experiments

I updated the joypad rom so that now the buttons Start ,A ,B and C can be pressed in any combination while the arrow keys can also be pressed. I changed the graphics so that instead of using two sprites , I'm now using 4 sprites ; 1. Arrow keys - 2. Start button - 3. A and B buttons 4. - C button. H...
by Hik
Mon Sep 14, 2015 9:18 pm
Forum: SGDK
Topic: Dynamically build a background for BPLAN from tiles at runtime
Replies: 8
Views: 3881

Re: Dynamically build a background for BPLAN from tiles at runtime

If it has to be on the BPLAN then the best way I know of how to do it so far is to individually load each tile as an image. I'm thinking you can just load that one palette and have all the tile images use that same one. That won't work as the PAL data will be different for each image you load in us...
by Hik
Mon Sep 14, 2015 8:42 pm
Forum: SGDK
Topic: Dynamically build a background for BPLAN from tiles at runtime
Replies: 8
Views: 3881

Re: Dynamically build a background for BPLAN from tiles at runtime

If it has to be on the BPLAN then the best way I know of how to do it so far is to individually load each tile as an image.
I'm thinking you can just load that one palette and have all the tile images use that same one.