Search found 101 matches
- 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
- 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...
- 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...
- 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.
We always have lot of work to do to make better game.
- 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
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.
- 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...
- 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.
- 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.
- 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...
- 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.
- 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...
- 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...
- 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
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
- 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...
- 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...