Sega Genesis Dev Kit (SGDK)

SGDK only sub forum

Moderator: Stef

cero
Very interested
Posts: 156
Joined: Mon Nov 30, 2015 1:55 pm

Re: Sega Genesis Dev Kit (SGDK)

Postby cero » Mon Jul 04, 2016 6:16 pm

I ported a couple projects to the latest SGDK. Just reporting that everything is working, thanks Stef!

The sprite list DMA is quite useful. The VDP_PLAN to PLAN changes were annoying, as was the disappearance of ResetSpritesDirect, but both were fast to work around.

User avatar
Stef
Very interested
Posts: 2527
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: Sega Genesis Dev Kit (SGDK)

Postby Stef » Mon Jul 04, 2016 8:39 pm

Thanks for your feedback and confirming everything was alright :-)
I know some changes can be a bit annoying but they were for the best. Normally now the VDP sprites methods should be faster :-)

cero
Very interested
Posts: 156
Joined: Mon Nov 30, 2015 1:55 pm

Re: Sega Genesis Dev Kit (SGDK)

Postby cero » Wed Sep 21, 2016 8:42 am

Please make smaller, focused commits. It's a pain to review 6000-line commits :(

- why remove the 16 plain colors? I was using them, they were quite useful.
- the last commit seems to have a buggy word replacement (the #include guard got renamed to _H_)

User avatar
Stef
Very interested
Posts: 2527
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: Sega Genesis Dev Kit (SGDK)

Postby Stef » Wed Sep 21, 2016 7:16 pm

I will try to keep commit smaller, but i have to admit and i'm not use to work like that.
I always wait to be in a stable state before doing commits, so that explains the big commits... but i agree, not very convenient to review them then.

I though the plain tiles weren't used... And that is still 15 extras tiles for something else.
But ok, if you were using it, i can reintroduce them, not a big deal :)
I fixed the XGM_H_ include guard, indeed wrong replace operation.

User avatar
Stef
Very interested
Posts: 2527
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: Sega Genesis Dev Kit (SGDK)

Postby Stef » Wed Sep 21, 2016 7:36 pm

Ok i've posted a 1.22a release to re introduce the 16 plains tiles, after all it doesn't ake a big difference and if it could be useful then better to keep them.
Here's the new SGDK 1.22a changelog:

Code: Select all

DOCUMENTATION
* minors improvements and fixes

COMPILER
* Rescomp: fixed a minor issue in sprite resource
* XGMTool:
 - added duration information to XD3 tag
 - improved loop
* added the XGM ROM builder tool.
* removed GenRes from makefile

LIBRARY
* Sprite Engine:
 - fixed sprite attribut update for non visible sprite
 - fixed sprite list update in certain condition
* Sound:
 - moved XGM driver method in a specific unit (xgm.c)
 - added XGM_getElapsed(..) method to retrieve elapsed XGM music playing time (in number of frame)
 - added XGM_setLoopNumber(..) to set the wanted number of loop in XGM music play.
 - added interrupt protection for Z80 access
* Maths:
 - reverted fix32Mul() and fix32Div() to previous version to avoid cumulative error
 - added getApproximatedLog2(..) method for fast Log2 calculation (approximated)
 - added getLog2Int(..) method for integer Log2 calculation
* Misc:
 - moved QSort methods to tools
 - added generic qsort with custom comparator callback
* VDP: more flexible VRAM tilemap configuration (window plan don't have to be first map).
* Bitmap mode: can now set bitmap mode in window plan
* changed to MIT license
* refactoring

SAMPLE
* Bench: added sprite donut animation test.

matteus
Very interested
Posts: 307
Joined: Mon Feb 04, 2008 1:41 pm

Re: Sega Genesis Dev Kit (SGDK)

Postby matteus » Mon Sep 26, 2016 9:12 pm

Please please please please support images under 15 colours lol so i don't have to hack my images to be full of black place holders :D


Return to “SGDK”

Who is online

Users browsing this forum: No registered users and 1 guest