Search found 101 matches

by dub
Wed Nov 04, 2015 10:07 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 26245

Re: Theorical question about the sprites

Thanks. I was thinking that the link was for the metasprite :oops:
by dub
Wed Nov 04, 2015 9:24 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 26245

Re: Theorical question about the sprites

Always doesn't working. I don't understand why ? Only the sprite 0 is drawing on screen. One with setSetprite : #include "genesis.h" #include "gfx.h" int main() { u16 wmt = tile_sprite.w; u16 hmt = tile_sprite.h; VDP_setPalette(PAL2, tile_sprite.palette->data); VDP_loadBMPTileData((u32*) tile_sprite...
by dub
Tue Nov 03, 2015 12:05 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 26245

Re: Theorical question about the sprites

Yes you can reach 60FPS with 80 Sprites on the screen using VDP_setSpriteXXX Methods instead of using SPR_xxx methods. I did an starfield with 80 sprites on the screen using VDP_setSpriteXXX and the game run at 60FPS Thanks is good news. Can you post or show me an existing post with exemples. I'm m...
by dub
Tue Nov 03, 2015 9:32 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 26245

Re: Theorical question about the sprites

Thanks I will make a try with that.

We always have lot of work to do to make better game.
by dub
Tue Nov 03, 2015 6:49 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 26245

Re: Theorical question about the sprites

:cry:
Ok, that's a bad News.

Don't worry for reading my code.

If I don't use the sprite engine, like create sprite And update myself. Could we have fullspeed with 80 sprites ?
Just to Know before going to asm.
by dub
Mon Nov 02, 2015 2:05 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 26245

Re: Theorical question about the sprites

Again I had to make a mistake : The game slow down when I put 80 sprites in screen game. http://i21.servimg.com/u/f21/18/89/68/64/th/olitwo10.png I've made some different test : - One sprite player + 79 bullets moving - One sprite player + 58 bullets moving + two big sprites (Under 128*128 and 20 so...
by dub
Sun Nov 01, 2015 8:57 am
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 23505

Re: Project - Mega Dracula - Help / Updates

I've just look your video. I like the flame animation, it's little detail but important.
by dub
Sun Nov 01, 2015 8:51 am
Forum: Demos
Topic: Cosmic PI (Week # 8)
Replies: 11
Views: 10220

Re: Cosmic PI

Very nice assets. Good job.
by dub
Wed Oct 28, 2015 10:59 am
Forum: SGDK
Topic: Display 2 color font
Replies: 6
Views: 3977

Re: Display 2 color font

Oh my god, i forgot the pointer. I've adding a planB to see the transparent color with VDP_drawText(). Now, I use his own palette but we can use the palette we want. http://i21.servimg.com/u/f21/18/89/68/64/th/fontte10.png I've made an example, maybe that can help someone else. https://www.dropbox.c...
by dub
Wed Oct 28, 2015 10:52 am
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 51048

Re: Play wav music and sound effect

That's great. So easy. 8)
by dub
Wed Oct 28, 2015 8:39 am
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 51048

Re: Play wav music and sound effect

I'll continue my others questions on the same post : I'm making my level using array, one for the tiles position and one for the collision. I have an level.h with my arrays like : u8 lev01PBCache[1120] = { 0,0,0,0, ... 0,0,0 }; I know when you block 1120 value for your array, you block a port of mem...
by dub
Wed Oct 28, 2015 8:23 am
Forum: SGDK
Topic: Display 2 color font
Replies: 6
Views: 3977

Re: Display 2 color font

Hi. I try to insert my font image. http://i21.servimg.com/u/f21/18/89/68/64/font10.png I tried the two functions : u16 VDP_loadFont(const TileSet *font, u8 use_dma) (myfont = VDP_loadFont(fontrom, 1);) void VDP_loadFontData(const u32 *font, u16 length, u8 use_dma) I always have the same error : inco...
by dub
Tue Oct 27, 2015 8:13 am
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 51048

Re: Play wav music and sound effect

OK.
Thanks for wavosaure, It seem better for conversion.

I have made a audio file with deflemask (16bit, 44.1Khz), and after convert it to 8bit 14Khz. The sound is better, not perfect but much much better.
I'll continue my test :D
by dub
Mon Oct 26, 2015 3:27 pm
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 51048

Re: Play wav music and sound effect

Yes, I certainly doing something wrong with my audio application or my code. I try with different file music like one export by Deflemask. Code source with assets : https://www.dropbox.com/s/b1uqnm01swevv7k/sound2_sgdk_xgm.zip Music file before 14khz conversion : https://www.dropbox.com/s/6bexakpmfy...
by dub
Mon Oct 26, 2015 11:03 am
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 51048

Re: Play wav music and sound effect

Nice, so I can do a 8Mo version (I doesn't use 32x or CD) and a 4Mo with CD. :D I have made my code for loop and that's working : if (SND_isPlayingPCM_XGM(SOUND_PCM_CH2_MSK) == 0) SND_startPlayPCM_XGM(64, 15, SOUND_PCM_CH2); Now I have problem with audio files. I use audacity. No problem with the 8k...