Search found 336 matches

by matteus
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...
by matteus
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

dub wrote:I've just look your video. I like the flame animation, it's little detail but important.
Thanks dub we plan to add a few more subtle effects :)
by matteus
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 :)
by matteus
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 ...
by matteus
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...
by matteus
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?
by matteus
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 ...
by matteus
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?
by matteus
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.
by matteus
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.
by matteus
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...
by matteus
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! :)
by matteus
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);
This correction seemed to work? :) So from position 32 to 48? implement black... that's if i've understood correctly!
by matteus
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...
by matteus
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...