Search found 84 matches

by KillaMaaki
Tue Mar 17, 2015 10:32 pm
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

So I've been messing around with Sega CD Mode 1 stuff in SGDK and my KLD. I ended up adding in support for importing C files. Then, I ended up implementing memcmp (or, rather, copy-pasting from the official implementation). Then I copied some code over from Chilly Willy's Mode 1 player example for d...
by KillaMaaki
Sat Mar 14, 2015 10:40 pm
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

Making lots of progress on this. Here's a test I've been working on. https://dl.dropboxusercontent.com/u/99106620/HelloWorld_KLD.zip /KLDSource is the source code in my custom language (.kld files). It's got the main file (main.kld), a GenLib.kld file which wraps around genesis.h functions into hand...
by KillaMaaki
Tue Mar 10, 2015 10:02 am
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

tryphon wrote:
KillaMaaki wrote:I know that's how C++ compilers used to work (not so much anymore, though).
I'm always interested in this kind of stuff (even if it's not my domain of expertise) : how does it work now ?
Now C++ compilers just compile directly to native code.
by KillaMaaki
Tue Mar 10, 2015 9:32 am
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

That's not crazy. I'm more or less sure that it's what many high-level languages do : they don't compile directly to asm but go through C in-between (I'm sure it's the case of WEB, the language designed by D.E. Knuth to code the TeX word processor, which went through Pascal, and now go by C). I kno...
by KillaMaaki
Tue Mar 10, 2015 4:33 am
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

OK, cool, I'll let you know how that works :) On a side note, figured I'd post here instead of making a new thread (at least for now). A little side project of mine which started over the weekend is something I'm sure is really crazy, but I wanted to tackle it nonetheless. Basically, I'm making a cu...
by KillaMaaki
Mon Mar 09, 2015 6:22 pm
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

Actually there was a bug in the latter XGM driver version which indeed can eat some part of the samples when converting from VGM to XGM music :p The bug was added with the auto enable DAC stuff but I fixed it since sometime, i just need to upload it ! I will do it quite soon and hopefully that will...
by KillaMaaki
Mon Mar 09, 2015 12:30 am
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

One thing to keep in mind, you don't really get 16 colors per palette, one color is the "alpha channel" so in effect you have 15 useable colors per palette. Oh, duh, yeah you're right. Guess I'll have to experiment with the color palette thing depending on my needs. One thing about the XGM driver i...
by KillaMaaki
Sun Mar 08, 2015 5:37 am
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

Actually, something just occurred to me. Is it possible to palette swap mid-frame in SGDK? Say, rewrite palette data just before drawing one or more sprites? EDIT: Actually, been looking around... Looks like my best bet would be do do something like: - One full 16-color palette for background/level ...
by KillaMaaki
Sat Mar 07, 2015 10:17 pm
Forum: SGDK
Topic: Lots of noob questions
Replies: 18
Views: 13860

Lots of noob questions

OK, be prepared for a dump of all of the noob questions I've been saving up until my account was activated. *deep breath in* Color Palette Management So, I see that on the Genesis I have four color palettes at my disposal, each with 16 colors. That gives me a maximum of 64 colors I can display at an...