Search found 101 matches

by dub
Tue Jun 14, 2016 3:39 pm
Forum: SGDK
Topic: Problem change sprite size in game
Replies: 10
Views: 5959

Re: Problem change sprite size in game

Thanks a lot :mrgreen:

And I look to change the VDP_loadBMPTileData by VDP_loadTileSet for in game dma use.
by dub
Sun Jun 12, 2016 9:14 am
Forum: SGDK
Topic: Problem change sprite size in game
Replies: 10
Views: 5959

Re: Problem change sprite size in game

Where are you calling VDP_updateSprites(..) method ? You need it to actually send sprite to VDP. I guess the tiles are uploaded 1 frame before you update the sprite list in VRAM. Yes, it's exactly this. I code like this : while(1) { PL_handleInput(); //sprite changing VDP_updateSprites(10, TRUE); V...
by dub
Fri Jun 10, 2016 2:19 pm
Forum: SGDK
Topic: Problem change sprite size in game
Replies: 10
Views: 5959

Problem change sprite size in game

Hi, In game, I change the tile of a sprite, resize the sprite and setposition. With the old sgdk, all works in on frame. With the new. The first frame show the new tile but old sprite size and the next frame evrything works. As an example, made with photoshop to show you http://i35.servimg.com/u/f35...
by dub
Fri Jun 03, 2016 2:11 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1123954

Re: Sega Genesis Dev Kit (SGDK)

I have to test all my functions. Maybe just a little thing.
But I need to check every time on real hardware. It's so long :mrgreen:
by dub
Thu Jun 02, 2016 2:43 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1123954

Re: Sega Genesis Dev Kit (SGDK)

Yes, thanks so much.

I put my code outside this function and it works. :mr green:

Code: Select all


void doingFade()
{
	if (fadechange == 1)
	{
		fadechange = 0;
		..
		do fade
		..
	}
}

// START button state changed
    if (state & BUTTON_START)
    {
   
      fadechange = 1;
    }
by dub
Thu Jun 02, 2016 1:04 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1123954

Re: Sega Genesis Dev Kit (SGDK)

Yes the very last. I download it this morning and compil the Library.

It's weird.

I test with this line of code only present in the sgdk 1.2 : VDP_setTextPlan(PLAN_WINDOW);
So I think, I have the last version.
by dub
Thu Jun 02, 2016 11:36 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1123954

Re: Sega Genesis Dev Kit (SGDK)

yes
you're right. I don't need it but it's because I use it later with a not sync fading.

But I try the two options and I've the same problem.
by dub
Thu Jun 02, 2016 9:28 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1123954

Re: Sega Genesis Dev Kit (SGDK)

Hi, I switched my project on the new version of sgdk and I have a problem with the fading (in and out). It works well on emulated but not on the real hardware. I have glitch on screen (bad palette transition). And I have not this problem with the old sgdk with the same code. I add this code to the s...
by dub
Fri May 27, 2016 6:58 am
Forum: SGDK
Topic: MegaCD compilation
Replies: 2
Views: 3234

Re: MegaCD compilation

Thanks,

I'll read this code. Mega top :mrgreen:
by dub
Wed May 25, 2016 5:41 pm
Forum: SGDK
Topic: MegaCD compilation
Replies: 2
Views: 3234

MegaCD compilation

Hi,

Is anyone have a way to create a MegaCD version of a game made with sgdk ?
A makefile or some links to asm code for playing music track ?

I know about the ram limitation,but not how optimize the code ?
Thanks.
by dub
Wed May 25, 2016 3:38 pm
Forum: SGDK
Topic: Window Plan
Replies: 5
Views: 3898

Re: Window Plan

Thanks, I was thinking it was only for the position. So I now can change my register in real time :mrgreen: I have an another problem now. Well not really a problem, I have the limitation of the address of the Window Plan (B000 to B800) for H40 resolution. Of course, I want to show my window on the ...
by dub
Wed May 25, 2016 8:57 am
Forum: SGDK
Topic: Window Plan
Replies: 5
Views: 3898

Re: Window Plan

Yes, I've check the register and I have 0 for vertical / horizontal.

Image

Can you give me the name of a function who can work for the window plan. Otherwise, I could always add some asm code.
by dub
Tue May 24, 2016 1:31 pm
Forum: SGDK
Topic: Window Plan
Replies: 5
Views: 3898

Window Plan

Hi, I try to use the Window Plan like a HUD. I wish to keep a full scrolling PlanA (horizontal / vertical). I load all the tiles in PlanA for the scrolling and I want to show a HUD in top or bottom of the screen : u16 i,j; for(i=0;i<32;i++) { for(j=0;j<64;j++) { VDP_setTileMapXY(VDP_PLAN_B, TILE_ATT...
by dub
Mon Mar 07, 2016 8:11 am
Forum: SGDK
Topic: XGM Driver help please
Replies: 6
Views: 4621

Re: XGM Driver help please

I just make a little source code with the essentials : And it's like your code. Maybe it's your xgm files. Do you test an another xgm like sor2 ? ressource.res: # Generated with rescomp XGM sor2_xgm "sor2.xgm" That give you in resource.h, the value Inside [] is automaticaly add : #ifndef _RESOURCES_...
by dub
Thu Feb 04, 2016 8:09 am
Forum: SGDK
Topic: Sprite Engine Help
Replies: 18
Views: 13795

Re: Sprite Engine Help

The space between 2 & 5 will hold 3 pucks (2,3,4, for the multipuck powerup), and the empty space between 6 & 13 is where objects in the game will be (from powerups, such as bumpers, wall pieces, etc). The indices in the GameSprite sprite array are hard coded for each of the particular objects, so ...