Sega Genesis Dev Kit (SGDK)

SGDK only sub forum

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matteus
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Re: Sega Genesis Dev Kit (SGDK)

Post by matteus » Tue Aug 15, 2017 10:28 pm

Thanks that fixed my problem :)

matteus
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Re: Sega Genesis Dev Kit (SGDK)

Post by matteus » Wed Aug 16, 2017 9:31 pm

Has the sprintf broken?

||=== Build: default in SonicMania (compiler: Sega Genesis Compiler) ===|
C:\SGDK\src\string.c||In function 'sprintf.constprop':|
C:\SGDK\src\string.c|638|warning: second parameter of 'va_start' not last named argument [-Wvarargs]|
||=== Build finished: 0 error(s), 1 warning(s) (0 minute(s), 38 second(s)) ===|

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Stef
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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Thu Aug 17, 2017 8:26 pm

I don't have this warning, did you tried to use sprintf method ?
but i already experienced some issues with this method, i know it's a bit buggy indeed.

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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Wed Oct 18, 2017 9:08 pm

Updated SGDK to version 1.32 ! Check it out here : https://github.com/Stephane-D/SGDK

Changelog

Code: Select all

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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