Search found 710 matches
- Sat May 05, 2012 12:39 am
- Forum: Video Display Processor
- Topic: Getting the WINDOW plane to work?
- Replies: 7
- Views: 6926
Getting the WINDOW plane to work?
Hi, Is there anything I need to configure to use the WINDOW plane? I wanted to see how the WINDOW plane works but I'm not sure if it's even activated. I couldn't find anything obvious in the SGDK code. I was attempting to just draw text with VDP_drawTextBG(WPLAN, ...) but nothing appeared on screen....
- Thu May 03, 2012 5:38 pm
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 13192
Nope, but as i was surprised by the question i though you were mistaken with some sound extension coming from SegaCD or 32X ;) Right. I keep forgetting that Sega CD and 32X provide extra hardware features. I'm only working on a vanilla Genesis, so I never think of them. Not most games... because it...
- Thu May 03, 2012 5:15 pm
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 13192
- Thu May 03, 2012 5:12 pm
- Forum: Video Display Processor
- Topic: Fastest way to fill the visible part of a background layer?
- Replies: 11
- Views: 7633
- Thu May 03, 2012 4:05 pm
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 13192
- Thu May 03, 2012 12:59 pm
- Forum: Video Display Processor
- Topic: Fastest way to fill the visible part of a background layer?
- Replies: 11
- Views: 7633
You supposed to turn the screen off while putting all needed data (graphics, initial nametable data) into the VRAM. When the screen is turned off, there is no need to fit into the vblank time, so you can fill up the VRAM much faster. Ah, I didn't know you could turn off the screen! I'll try that to...
- Thu May 03, 2012 2:48 am
- Forum: Video Display Processor
- Topic: Fastest way to fill the visible part of a background layer?
- Replies: 11
- Views: 7633
Fastest way to fill the visible part of a background layer?
Hi, At the very first frame of my game, I fill out the visible tiles of the A plane. (when the screen scrolls around, I just fill out the edges that become visible) Currently this plane fill function, which I've only done a first pass on, is noticeably slow. I'm calling VDP_setTileMap for every tile...
- Mon Apr 30, 2012 12:00 am
- Forum: SGDK
- Topic: Estimating ram and rom usage?
- Replies: 8
- Views: 5693
I think you already have memory managements methods in last version of SGDK so you should have u32 MEM_getFree() which returns the number if free bytes. Basically you have 64 KB of memory so 64 KB - MEM_getFree() will return you the consumed memory :) Heh! I didn't even know there was a memory mana...
http://www.youtube.com/watch?v=prqrxj7wA3Q Added the beginnings of gameplay elements and the structure to add them. There are now basic enemies that fire enemy projectiles and have death sequences with effects. The player's plane also now has a death sequence. Added a large explosion sprite, becaus...
- Sun Apr 29, 2012 12:13 pm
- Forum: SGDK
- Topic: Estimating ram and rom usage?
- Replies: 8
- Views: 5693
Estimating ram and rom usage?
Hi,
Is there a way to estimate how much ram is being used by my game? Without having to count every variable in my code, that is.
Also, how can I tell how large my game rom is without the padding?
(as usual, I'm using SGDK)
Thanks!
DJCC
Is there a way to estimate how much ram is being used by my game? Without having to count every variable in my code, that is.
Also, how can I tell how large my game rom is without the padding?
(as usual, I'm using SGDK)
Thanks!
DJCC
sikthehedgehog on Youtube pointed out that I was probably updating my sprite table too late after vsync, and sure enough that was the problem. I figured it was something like that. I was waiting for vsync, then drawing sprites through SGDK's functions but only calling its VDP_updateSprites function ...
Latest update: http://youtu.be/jurSxdhL1fA From the description: I've added a few little effects, like a muzzle flash and a poof when the Goplane hits the wall. Refactored the drawing code to be object-specific and more flexible. While the plane is a normal 24x24 sprite (used to be 32x32 until I not...
- Mon Apr 23, 2012 4:42 pm
- Forum: Video Display Processor
- Topic: Manipulating sprite overlap?
- Replies: 2
- Views: 3197
Manipulating sprite overlap?
Hi, Are there ways to change the way sprites overlap each other? I know sprite priorities affect how they've drawn relative to the backgrounds, but what do I do if I want certain sprites to be under or over other ones? Are sprites with higher index (set with VDP_setSprite(index, etc) for example) si...
http://youtu.be/tO7LMUyExqs
The last video was boring, so I added an explosion sprite and changed the bullet firing to make it look more exciting.
The last video was boring, so I added an explosion sprite and changed the bullet firing to make it look more exciting.
Genesis can handle 20 sprites per line, actually. Oh yes, that's right. :) I was just saying I didn't understand why they were disappearing because there were so few sprites on screen :) Perhaps links in your sprite list are broken at some point, and that's make some part of it disappear. Yes, that...