Search found 336 matches
- Thu Nov 05, 2015 9:43 am
- Forum: SGDK
- Topic: Project - Mega Bargin Hunters - Help / Updates
- Replies: 13
- Views: 7603
Project - Mega Bargin Hunters - Help / Updates
Mega Bargain Hunters Loosely based on the UK Bargain Hunt game show, obviously removing any character references and anything associated with the show, etc. The general idea is you choose a expert who specialises in a specific field, you choose a flee market / place to buy bargains, your expert give...
- Tue Nov 03, 2015 8:42 am
- Forum: SGDK
- Topic: Project - Mega Dracula - Help / Updates
- Replies: 52
- Views: 23865
Re: Project - Mega Dracula - Help / Updates
Thanks dub we plan to add a few more subtle effectsdub wrote:I've just look your video. I like the flame animation, it's little detail but important.
- Wed Oct 28, 2015 10:29 pm
- Forum: SGDK
- Topic: delclaring and using struct
- Replies: 2
- Views: 2006
Re: delclaring and using struct
Cheers, I realised I'd not made the char lengths long enough
- Wed Oct 28, 2015 9:00 pm
- Forum: SGDK
- Topic: delclaring and using struct
- Replies: 2
- Views: 2006
delclaring and using struct
typedef struct { char Name[24]; char Job[25]; char Specialism[18]; } Expert; struct Expert Experts[6]; strcpy(Experts[0].Name, "David Barby"); strcpy(Experts[0].Job, "Expert Independent Valuer"); strcpy(Experts[0].Specialism, "Pottery"); I wanted to check I was doing this correctly? There seems to ...
- Tue Oct 27, 2015 9:25 pm
- Forum: SGDK
- Topic: Passing Sprites to Functions
- Replies: 1
- Views: 1670
Passing Sprites to Functions
Is there a way I can do this? u16 loadExperts(Sprite Expert1, Sprite Expert2) { SYS_disableInts(); VDP_setPalette(PAL2, Expert1.palette->data); VDP_setPalette(PAL3, Expert2.palette->data); SYS_enableInts(); SPR_initSprite(&ExpertSprites[0], (SpriteDefinition)Expert1, EXPERT_POSITION_X, EXPERT_POSITI...
- Tue Oct 27, 2015 11:50 am
- Forum: Megadrive/Genesis
- Topic: SCUMMVM mega drive port
- Replies: 15
- Views: 9712
Re: SCUMMVM mega drive port
Positive perspective Sik, positive perspective! It's totally within the MD's capabilities and we have the people here capable of doing it. It's more a case of do they care as much as I do about the idea of unlocking a library of Point and Click adventures for the MD?
- Mon Oct 26, 2015 11:04 am
- Forum: SGDK
- Topic: what is the easiest way to convert sprites with the same pal?
- Replies: 3
- Views: 2313
Re: what is the easiest way to convert sprites with the same pal?
You need to handle the first with your graphics tool, be sure to always use the same palette. You can do it easily on most advanced graphics tool as gimp or photoshop, you just save the specific 16 colors palette you want to use (with 0 entry begin transparent) then re use it for each sprite. I'll ...
- Mon Oct 26, 2015 9:30 am
- Forum: SGDK
- Topic: what is the easiest way to convert sprites with the same pal?
- Replies: 3
- Views: 2313
what is the easiest way to convert sprites with the same pal?
I've got 60 static sprites all of which need the same palette on conversion. What is the best way of achieving this in rescomp?
- Mon Oct 26, 2015 9:26 am
- Forum: Megadrive/Genesis
- Topic: SCUMMVM mega drive port
- Replies: 15
- Views: 9712
Re: SCUMMVM mega drive port
The graphics logic was always going to need altering to support the MD but the game logic I'd hoped would be easy.
- Mon Oct 26, 2015 9:23 am
- Forum: Megadrive/Genesis
- Topic: SCUMMVM mega drive port
- Replies: 15
- Views: 9712
Re: SCUMMVM mega drive port
I don't think the MD can accommodate the music, you could convert the midis but it would be a time consuming process.
- Sun Oct 25, 2015 9:48 pm
- Forum: Megadrive/Genesis
- Topic: SCUMMVM mega drive port
- Replies: 15
- Views: 9712
Re: SCUMMVM mega drive port
Versions 3 and 4 of the interpreter are all that is needed as prior versions require a keyboard. How much code is there for version 3? I really need to have a look myself? Would you say it's a hell of a lot of work? Could we get a github setup and see if we can't get a community project? We may be a...
- Sat Oct 24, 2015 6:47 pm
- Forum: SGDK
- Topic: VDP_drawText - palette index colour
- Replies: 22
- Views: 12120
Re: VDP_drawText - palette index colour
There may well be an issue in your code then lol as my alteration worked!
- Fri Oct 23, 2015 3:07 pm
- Forum: SGDK
- Topic: VDP_drawText - palette index colour
- Replies: 22
- Views: 12120
Re: VDP_drawText - palette index colour
Code: Select all
VDP_setPaletteColors(32, BlackPalette, 16);
- Fri Oct 23, 2015 3:03 pm
- Forum: SGDK
- Topic: VDP_drawText - palette index colour
- Replies: 22
- Views: 12120
Re: VDP_drawText - palette index colour
Okay forgot the FLAG lol but seem to still have a problem! lol It's this line that's the problem! VDP_fadeIn(32, 47, palette, 30, FALSE); I thought this would only fade in 32 to 47 (pal2?) but it seems to clear all colours in palette 0 to black too? VDP_setPaletteColors(32, BlackPalette, 47); VDP_dr...
- Fri Oct 23, 2015 2:58 pm
- Forum: SGDK
- Topic: VDP_drawText - palette index colour
- Replies: 22
- Views: 12120
Re: VDP_drawText - palette index colour
I think I've got a problem :) do I need to set the palette of a PLAN before loading an image? VDP_drawImageEx(BPLAN, image, TILE_ATTR_FULL(PAL2, FALSE, FALSE, FALSE, ind), STAGE_POSITION_X, STAGE_POSITION_Y, FALSE, TRUE); This statement should load the image into BPLAN and load its palette into PAL2...