Search found 69 matches

by Grind
Thu Mar 08, 2018 4:14 am
Forum: SGDK
Topic: Transparent WINDOW
Replies: 5
Views: 4076

Re: Transparent WINDOW

Window replaces Plane A, so they cannot be drawn over the same area at the same time. It is a limitation of the VDP. I believe sonic uses sprites for the HUD.
by Grind
Sat Sep 16, 2017 5:34 pm
Forum: SGDK
Topic: SGDK and Visual Studio Code template
Replies: 13
Views: 11510

Re: SGDK and Visual Studio Code template

Notice how it shows E:SGDK/MD.ld. I'm guessing your GDK environment variable is E:\SGDK, but needs to be E:/SGDK. Some of these programs think a backslash is an escape character instead of a path separator.
by Grind
Wed Sep 13, 2017 7:29 pm
Forum: SGDK
Topic: Slow XGA playback on PAL
Replies: 6
Views: 5020

Re: Slow XGA playback on PAL

Z80_loadDriver() sets the tempo lower on PAL

Code: Select all

            // define default tempo
            if (IS_PALSYSTEM) SND_setMusicTempo_XGM(50);
            else SND_setMusicTempo_XGM(60);
by Grind
Fri Sep 08, 2017 1:13 pm
Forum: SGDK
Topic: How use PLAN_WINDOW for sgdk
Replies: 9
Views: 7726

Re: How use PLAN_WINDOW for sgdk

That happened because SGDK uses 0xB800 and 0xBC00 for the sprite list and horizontal scroll table by default, clobbering the bottom half of the PLAN_WINDOW. If you are only using 64x32 plane size instead of 64x64 setting the window plane to 0xD000 should be fine. If you are using the default 64x64 s...
by Grind
Wed Sep 06, 2017 8:11 pm
Forum: SGDK
Topic: Slow XGA playback on PAL
Replies: 6
Views: 5020

Re: Slow XGA playback on PAL

Try this:

XGM_setMusicTempo(60);

To test you can modify your header temporarily to just have "E" in region, then emulators should run it at 50hz.
by Grind
Fri Sep 01, 2017 2:17 pm
Forum: SGDK
Topic: Rescomp in CodeBlocks
Replies: 2
Views: 2518

Re: Rescomp in CodeBlocks

It creates a tileset and tilemap, and in your case looks like it compresses both.
by Grind
Wed Aug 23, 2017 5:12 pm
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 110
Views: 132526

Re: Update your Genesis/32X Toolchain!

Here's what I do. Make a global byte somewhere in the assembly where you declare your variables (pasting this before ".section.keepboot" in sega.s will work). .section .data .globl vblank vblank: ds.b 1 Point the VInt vector to this. All it does is clear the byte. VerticalInt: clr.b (vblank) rte The...
by Grind
Mon Aug 21, 2017 2:56 pm
Forum: Super 32X
Topic: GCC 7
Replies: 3
Views: 8089

Re: GCC 7

Well apparently, --disable-multilib was what I was missing. Thanks for the link, forgot Saturn had one of those things too.
by Grind
Mon Aug 21, 2017 11:48 am
Forum: Super 32X
Topic: GCC 7
Replies: 3
Views: 8089

GCC 7

I'm having some issues getting any GCC newer than 4.x to build libgcc for SH. Gendev also had this issue if you tried to use a newer GCC than it used (4.8.6 I think) back when it supported 32X. The error: /home/grind/marsdev/toolchain/gcc-7.2.0/build/./gcc/xgcc -B/home/grind/marsdev/toolchain/gcc-7....
by Grind
Tue Aug 15, 2017 3:47 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1123961

Re: Sega Genesis Dev Kit (SGDK)

Overwrite your old sega.s with the new one in 1.2+
by Grind
Fri Jun 23, 2017 2:31 pm
Forum: SGDK
Topic: SPRITES
Replies: 15
Views: 10919

Re: SPRITES

Do you have an include for "name_of_res_file.h"? Rescomp generates that header based on the .res.
by Grind
Mon Jun 19, 2017 5:26 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1123961

Re: Sega Genesis Dev Kit (SGDK)

Really cool stuff with the LTO, seems to work fine with Gendev as well with -flto/-fuse-linker-plugin. For those who still want to generate a symbol table: PLUGIN=$(GENDEV)/m68k-elf/libexec/gcc/m68k-elf/6.3.0 symbol.txt: MYROM.bin $(NM) --plugin=$(PLUGIN)/liblto_plugin.so -n MYROM.elf > symbol.txt A...
by Grind
Wed Apr 19, 2017 11:57 am
Forum: SGDK
Topic: ROM vs RAM
Replies: 2
Views: 2561

Re: ROM vs RAM

All global variables are loaded into RAM unless they are declared const. If you are using SGDK the boot/sega.s file loads that stuff for you on startup or a hard reset. I've never had to modify a SpriteDefinition, which rescomp creates as const (so ROM). There is probably a much better way to do wha...
by Grind
Sun Nov 06, 2016 12:01 am
Forum: SGDK
Topic: Starting a fade in/out sometimes crashes on hardware
Replies: 9
Views: 5273

Re: Starting a fade in/out sometimes crashes on hardware

Oh I see, I misunderstood how VDP_waitVSync works. I thought disabling interrupts might make it loop indefinitely, but the vblank flag it checks seems to be changed regardless.
by Grind
Sat Nov 05, 2016 8:39 pm
Forum: SGDK
Topic: Starting a fade in/out sometimes crashes on hardware
Replies: 9
Views: 5273

Re: Starting a fade in/out sometimes crashes on hardware

I tried putting this into my title screen loop, and it doesn't seem to freeze the game at all (ate controller inputs though). SYS_disableInts(); VDP_waitVSync(); VDP_waitVSync seems to re-enable interrupts (or at least just VInt), so maybe it would be just fine to leave it the way it is, and call SY...