Sega Genesis Dev Kit (SGDK)

SGDK only sub forum

Moderator: Stef

Stef
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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Sun Dec 05, 2021 9:32 pm

Hi,

Your code is correct :)
If your IMAGE isn't compressed then

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Map *mymap = unpackMap(background.map, NULL);
will still work as in case there is no compression unpackMap will do a simple copy and allocate destination if set to NULL so you should even keep the

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MEM_free(mymap);
But i'm speaking about current version and i know that older SGDK version weren't doing the copy so maybe that is not the case with your version.
Still to reply your initial question, if you didn't packed the IMAGE then you should just use :

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VDP_setMapEx(PLAN_A, background.map, ...);
And that's !

danibus
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Re: Sega Genesis Dev Kit (SGDK)

Post by danibus » Mon Dec 06, 2021 4:10 am

Thanks Stef!

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Re: Sega Genesis Dev Kit (SGDK)

Post by danibus » Tue Jan 04, 2022 5:11 am

Hi there!

Just playing with SRAM instructions and Genskmod to check with Klog, all seems to work well.
I just want to save some data, player name (i.e. "AAA\0") and its points. Doing this, maybe not best method.
Do you see anything wrong here?

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struct {
    char player_name[4];     
    u16 points;             
}Ranking[NUM_PLAYERS_RANKING];

[..]
    //data "by default" when 1st time game running
    strcpy( Ranking[0].player_name, "AAA\0" );
    Ranking[0].points=10000;
    strcpy( Ranking[1].player_name, "BBB\0" );
    Ranking[1].points=9000;
    strcpy( Ranking[2].player_name, "CCC\0" );
    Ranking[2].points=8000;
[..]


int save_ranking()
{
    u16 SRAMoffset = 0x0000;

    SRAM_enable();

    for(u8 i=0; i<NUM_PLAYERS_RANKING; i++)
    {
        SRAM_writeByte(SRAMoffset, Ranking[0].player_name[0]); SRAMoffset++;
        SRAM_writeByte(SRAMoffset, Ranking[0].player_name[1]); SRAMoffset++;
        SRAM_writeByte(SRAMoffset, Ranking[0].player_name[2]); SRAMoffset++;
        SRAM_writeByte(SRAMoffset, Ranking[0].player_name[3]); SRAMoffset++;

        SRAM_writeWord(SRAMoffset, Ranking[0].points);              SRAMoffset++;
    }

    SRAM_disable();

    return 1;
}


int read_ranking()
{
    u16 SRAMoffset = 0x0000;
    u16 temp = NULL;
    char ctemp[4], ctemp2[4];

    SRAM_enable();

    for(u8 i=0; i<NUM_PLAYERS_RANKING; i++)
    {
        ctemp[0] = SRAM_readByte(SRAMoffset); SRAMoffset++;
        ctemp[1] = SRAM_readByte(SRAMoffset); SRAMoffset++;
        ctemp[2] = SRAM_readByte(SRAMoffset); SRAMoffset++;
        ctemp[3] = SRAM_readByte(SRAMoffset); SRAMoffset++;
        sprintf(ctemp2, "%c%c%c%c", ctemp[0],ctemp[1],ctemp[2],ctemp[3]);
        strcpy( Ranking[0].player_name, ctemp2 );
        temp    = SRAM_readWord(SRAMoffset);  SRAMoffset++;
        Ranking[0].points= temp;
    }

    SRAM_disable();

    //update high score
    Game.high_score = (Ranking[0].points> 10000) ?  Ranking[0].points: 10000;

    return 1;
}
I think I don't understand is offset. I just make

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SRAMoffset++
after read/write a byte, this is logical. But also make the same when reading/writing a word... I mean... word=2 bytes... so why is this working if offset is "moving" just "1 byte"?

Another question is where I can found SRAM... is in BIN file? I tried to open BIN and look for AAA, BBB, CCC.
Only found this using HxD
Captura.PNG
Captura.PNG (5.64 KiB) Viewed 56205 times
I honestly I don't know what to do... where are the points???

Stef
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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Tue Jan 04, 2022 10:35 am

The first problem I see in your code is the way you handle string in C.
String requires a NULL ending character so you always need to allocate one extra character in your variable.
Also you don't need to specify it when using strxxx methods as it does add it for you, so correct code is as follow :

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    //data "by default" when 1st time game running
    strcpy( Ranking[0].player_name, "AAA" );
    strcpy( Ranking[1].player_name, "BBB" );
    strcpy( Ranking[2].player_name, "CCC" );
when using sprintf you can simply use the %s pattern to copy a string if it's correctly NULL terminated (which should be the case here):

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        sprintf(ctemp2, "%s", ctemp);
But here you can directly store the result in your Ranking array (I fixed a typo, you were always storing in Ranking[0] instead of Ranking) :

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for(u8 i=0; i<NUM_PLAYERS_RANKING; i++)
    {
        Ranking[i].player_name[0] = SRAM_readByte(SRAMoffset++);
        Ranking[i].player_name[1] = SRAM_readByte(SRAMoffset++);
        Ranking[i].player_name[2] = SRAM_readByte(SRAMoffset++);
        Ranking[i].player_name[3] = SRAM_readByte(SRAMoffset++);
        Ranking[i].points = SRAM_readWord(SRAMoffset);
        // we read a word so offset need to be increased by 2 (offset = address)
        SRAMoffset += 2;
    }
The offset is just the address where you read/write the data in SRAM so when you read/write a word it's important to add 2 to the address/offset.
I called it offset because SRAM by itself has a starting address (which is handled by SGDK).

The SRAM file is then saved by the emulator inside it's save directory (depend how you configured the emulator). Usually the file is named as the rom file but with a .sav or .sram extension.

danibus
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Re: Sega Genesis Dev Kit (SGDK)

Post by danibus » Wed Jan 05, 2022 12:17 am

Stef wrote:
Tue Jan 04, 2022 10:35 am
The first problem I see in your code is the way you handle string in C.
String requires a NULL ending character so you always need to allocate one extra character in your variable.
Also you don't need to specify it when using strxxx methods as it does add it for you, so correct code is as follow :

Code: Select all

    //data "by default" when 1st time game running
    strcpy( Ranking[0].player_name, "AAA" );
    strcpy( Ranking[1].player_name, "BBB" );
    strcpy( Ranking[2].player_name, "CCC" );
when using sprintf you can simply use the %s pattern to copy a string if it's correctly NULL terminated (which should be the case here):

Code: Select all

        
        sprintf(ctemp2, "%s", ctemp);
But here you can directly store the result in your Ranking array (I fixed a typo, you were always storing in Ranking[0] instead of Ranking) :

Code: Select all

for(u8 i=0; i<NUM_PLAYERS_RANKING; i++)
    {
        Ranking[i].player_name[0] = SRAM_readByte(SRAMoffset++);
        Ranking[i].player_name[1] = SRAM_readByte(SRAMoffset++);
        Ranking[i].player_name[2] = SRAM_readByte(SRAMoffset++);
        Ranking[i].player_name[3] = SRAM_readByte(SRAMoffset++);
        Ranking[i].points = SRAM_readWord(SRAMoffset);
        // we read a word so offset need to be increased by 2 (offset = address)
        SRAMoffset += 2;
    }
The offset is just the address where you read/write the data in SRAM so when you read/write a word it's important to add 2 to the address/offset.
I called it offset because SRAM by itself has a starting address (which is handled by SGDK).

The SRAM file is then saved by the emulator inside it's save directory (depend how you configured the emulator). Usually the file is named as the rom file but with a .sav or .sram extension.
Thanks Stef. I just change my code and found sram file GensKmod is using.
Like to learn another lesson!

I read about sram even/odd use but never "saw". In this case, GensKmod, just using odds. Why this waste space?? Just emulator way of working?
In this example ranking is
name points
AAA 10001
BBB 9002
CCC 8003
Sin título.png
Sin título.png (9.7 KiB) Viewed 56178 times
Anyway this is not SGDK directly related, maybe time to open in another post.

Chilly Willy
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Re: Sega Genesis Dev Kit (SGDK)

Post by Chilly Willy » Wed Jan 05, 2022 1:05 am

The MD uses a word bus, but save rams are only a byte wide. The "standard" is to put it on the odd byte lane, and then read/write every other byte to access the save ram. Some emulators toss the unused bytes, but others save the whole word, including the unused byte. So 32KB of save ram would be read/written at 0x200001 to 0x20FFFF at all the odd addresses.

Mixail
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Re: Sega Genesis Dev Kit (SGDK)

Post by Mixail » Sat Jul 02, 2022 11:42 am

How to fix this error?
error: 'IS_PALSYSTEM' undeclared (first use in this function)
/bin/mkdir.exe -p src/boot
/bin/mkdir.exe -p out
/bin/mkdir.exe -p out/
/bin/gcc.exe -Wa,--register-prefix-optional,--bitwise-or -DSGDK_GCC -m68000 -Wall -Wextra -Wno-shift-negative-value -Wn
o-main -Wno-unused-parameter -fno-builtin -fms-extensions -Iinc -Isrc -Ires -I/inc -I/res -B/bin -O3 -fuse-linker-plugin
-fno-web -fno-gcse -fno-unit-at-a-time -fomit-frame-pointer -flto -MMD -c main.c -o out/main.o
main.c: In function 'main':
main.c:9:5: error: 'IS_PALSYSTEM' undeclared (first use in this function)
if(IS_PALSYSTEM == 1){}
^~~~~~~~~~~~
main.c:22:5: note: each undeclared identifier is reported only once for each function it appears in
make: *** [out/main.o] Error 1
main:

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#include "genesis.h"

int main(bool hardReset)
{	

    	VDP_init ();
	VDP_setHInterrupt(0);
		
	if(IS_PALSYSTEM == 1)
	{
	
	}
	
	while(1){
	
		SYS_doVBlankProcess();
		
	}
	
}

Mixail
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Re: Sega Genesis Dev Kit (SGDK)

Post by Mixail » Sat Jul 02, 2022 1:23 pm

Solved this problem. The documentation SGDK 1.70 has the wrong value.

In the documentation: IS_PALSYSTEM
Need to fix to IS_PAL_SYSTEM

Also wrong values:
TILE_FONTINDEX - TILE_FONT_INDEX

Stef
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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Mon Jul 04, 2022 8:22 am

Yeah i renamed that recently to have better consistency in definition names, i probably forgot to update them in some places though. Thanks for reporting, I will check that !

danibus
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Re: Sega Genesis Dev Kit (SGDK)

Post by danibus » Sun Oct 02, 2022 3:02 am

Just to know.
We can use functions in joy.h to detect 3btn or 6 btn joypad. But, is there any way to detect a 8bitdo control joypad?

Only reason to do this is to auto-configure controls and let user use L/R in 8bitdo pad
But I think that L=Z and R=C, so no way to use L/R as extra buttons.

Chilly Willy
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Re: Sega Genesis Dev Kit (SGDK)

Post by Chilly Willy » Sun Oct 02, 2022 2:20 pm

As far as I know, L=Z and R=C, and the controller IDs as a normal 6-button pad. D32XR detects it like a normal pad, and you use the menu to set the controller to use L/R strafe via Z/C buttons. If it were IDing as something different, it wouldn't work with most games. I should probably get one and do some tests - there are unused bits in the 6-button data packet, so it's possible that it returns the L/R buttons separate from the Z/C buttons in a couple of the unused bits. Possible, but probably not. Won't know unless I get one and try it. :D

EDIT: Ordered both an 8bitdo pad and a retro-bit pad. Need more 6-button pads anyway - one of my wired pads no longer works as a 6-button pad, only 3.
Last edited by Chilly Willy on Sun Oct 02, 2022 2:44 pm, edited 1 time in total.

danibus
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Re: Sega Genesis Dev Kit (SGDK)

Post by danibus » Sun Oct 02, 2022 2:39 pm

Chilly Willy wrote:
Sun Oct 02, 2022 2:20 pm
As far as I know, L=Z and R=C, and the controller IDs as a normal 6-button pad. D32XR detects is like a normal pad, and you use the menu to set the controller to use L/R strafe via Z/C buttons. If it were IDing as something different, it wouldn't work with most games. I should probably get one and do some tests - there are unused bits in the 6-button data packet, so it's possible that it returns the L/R buttons separate from the Z/C buttons in a couple of the unused bits. Possible, but probably not. Won't know unless I get one and try it. :D
Then... What are u waiting for? XD

I have got both bluetooth and 2.4GHz model. I will treat them as 6bt model but I will let player to use as 3bt also.

Chilly Willy
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Re: Sega Genesis Dev Kit (SGDK)

Post by Chilly Willy » Sun Oct 02, 2022 2:48 pm

I just ordered a couple pads, as my update shows. I got the bluetooth 8bitdo since the 2.4g is not available at this time. I also ordered the 8bitdo USB2 and Sega controller bluetooth adapters so I can use it on my PC and USB2 consoles (like the PS3). I also ordered the retro-bit 2.4g pad, which comes with both the USB and Sega adapters. I don't expect anything, but I can always use a couple new wireless control pads, both for the PC and my Sega systems. 8)

EDIT: That is a bit devious of 8bitdo - selling just the controller for bluetooth, then selling a USB2 and Sega bluetooth adapter separately. Gets them a lot more money that way. :lol:

danibus
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Re: Sega Genesis Dev Kit (SGDK)

Post by danibus » Thu Jul 11, 2024 9:03 am

Hi there Stef!

Would you be so kind to provide some examples with new FF16 and FF32 types?
I'm not sure how to use them, how to Klog-them :mrgreen: and what advantages to use them

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