Re: Sega Genesis Dev Kit (SGDK)
Posted: Tue Aug 15, 2017 10:28 pm
Thanks that fixed my problem
Sega Megadrive/Genesis development
http://gendev.spritesmind.net/forum/
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SGDK 1.32 (October 2017)
------------------------
COMPILER
* added VS project for easier compilation with Visual Studio (thanks to lab313)
LIBRARY
* TIMER:
- fixed getSubTick() method (no more possible rollback)
- minor fix in getFPS() and getFPS_f() methods
* VDP:
- tweaked default VRAM memory layout
* BITMAP:
- changed get/setPixelXXX(..) methods so they now work on single pixel (not anymore doubled X pixel resolution)
- changed drawLine(..) method so it now work on single pixel (not anymore doubled X pixel resolution).
WARNING: drawLine(..) is not anymore doing clipping, use BMP_clipLine(..) first for that.
- added get/setPixelXXXFast(..) methods for fast get/set pixel operation (no clipping check)
* SOUND:
- fixed auto PCM selection when playing sample with driver 2ADPCM and 4PCM.
- fixed default tempo for PAL system with XGM driver
* SPRITE:
WARNING: you now require to set the sprite depth to use depth sorting (not anymore using the sprite Y position).
- replaced SPR_FLAG_AUTO_YSORTING by SPR_FLAG_AUTO_DEPTH_SORTING
- replaced SPR_setYSorting(..) method by SPR_setDepthSorting(..) / SPR_setZSorting(..)
- replaced SPR_sortOnYPos() by SPR_sortOnDepth()
- added void SPR_setDepth(..) / SPR_setZ(..) methods to set sprite depth
- fixed VDP_updateSprites() with DMA queue operation (prevent sprite table modifications before DMA occurs).
* STRING:
- added int16ToStr(..) and uint16ToStr(..) methods (faster than intToStr(..) or uintToStr(..) for 16 bit integer, thanks to clbr)
- optimized intToStr(..) and uintToStr(..) methods (thanks to clbr for that)
SAMPLE
* added XGM Player sample :)
* Bench:
- added some pixels / line draw tests
* Donuts:
- updated for new depth sorting refactoring
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SGDK 1.34 (January 2018)
------------------------
LIBRARY
*DMA
- added DMA queue support for all (or almost all) methods supporting DMA operation
* SPRITE
- fixed timing issue when changing FRAME or ANIMATION manually.
- fixed sprite sorting when multiple depth were modified in a single SPR_update(..).
- safer sprite allocation / release.
* MEMORY
- added MEM_getLargestFreeBlock() to get the largest available block of memory.
* improved LZ4W compression (better compression rate, faster compression...)
* minors changes on method updating tilemap through X,Y position (safer)
* some cleanup
SAMPLE
* reworked benchmark sample to avoid out of memory error (^^)
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int Y;
for(Y=0;Y<64;Y++){
char a5 [2];
intToStr(Y, a5, 4);
VDP_drawText(a5, 0, Y);
}
Thanks for the answer.Stef wrote: ↑Tue Jan 16, 2018 1:00 pmTo release some VRAM in the tilemap allocation.
Megadrive allow 32x32, 32x64, 64x32 (default since SGDK 1.31), 64x64 (defaut in SGDK < 1.31), 128x32, 32x128 tilemap size
But almost time 64x32 is enough to do whatever you want and allow to store more tile data in VRAM =)
Of course you can change the VRAM setup if you want =)
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VDP_setPlanSize(64, 64);
VDP_setWindowAddress(0xB000);
VDP_setSpriteListAddress(0xBC00);
VDP_setHScrollTableAddress(0xB800);
VDP_setBPlanAddress(0xC000);
VDP_setAPlanAddress(0xE000);
Thanks, it works.Stef wrote: ↑Tue Jan 16, 2018 3:56 pmShould put SGDK back in old VRAM configuration mode..Code: Select all
VDP_setPlanSize(64, 64); VDP_setWindowAddress(0xB000); VDP_setSpriteListAddress(0xBC00); VDP_setHScrollTableAddress(0xB800); VDP_setBPlanAddress(0xC000); VDP_setAPlanAddress(0xE000);