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Posted: Fri Oct 24, 2014 7:59 pm
by kubilus1
Was this added in a newer revision, perhaps? It's time to update the toolkit I think!

Posted: Fri Oct 24, 2014 11:25 pm
by Stef
As far i know it has always be present (or since a very long time !).
The thing is that the methods are called 'lremu' and 'lrem' for 32 bits modulus in the sega.s file where they should be __modsi3... i don't remember when i modified that :-/ Anyway i believe that all these standard methods are present in the included libgcc.

Posted: Sat Oct 25, 2014 2:22 pm
by kubilus1
I've got modulus working fine with the Linux dev stuff, AFAICT. I'll try to do a minimal test when I get a second.

Posted: Sat Oct 25, 2014 2:38 pm
by kubilus1
Yeah, mod is working fine for me. Here's an example:

https://dl.dropboxusercontent.com/u/101 ... in_mod.tgz

Posted: Tue Oct 28, 2014 12:46 pm
by Stef
So definitely due to another configuration problem !

Posted: Tue Oct 28, 2014 7:40 pm
by Chilly Willy
Or he's mixing things... if you use kubilus1's linux setup, you also need to be using libgcc and a different crt0 file. That he reports functions missing from the startup indicates he's mixing the sgdk Windows setup with the linux setup. When you use the linux setup, you need to change the start files and how it's built to a more gcc centric method. You can't use the normal start files or the generic project makefile.

Posted: Tue Oct 28, 2014 8:13 pm
by kubilus1
That could be it, certainly. If you are using my linux setup, make sure you are using the files in sgdk/skeleton as the basis for the project.

Posted: Sun Nov 23, 2014 7:38 pm
by Stef
I just released SGDK 1.00 :)
I was tired of version 0.9x so i jump to 1.00, also this version bring the new XGM driver which should really help when playing with music and sound =)
As usual you can find that on the SGDK project page :
https://code.google.com/p/sgdk/

Posted: Mon Nov 24, 2014 6:26 am
by Manveru
Stef wrote:I just released SGDK 1.00 :)
I was tired of version 0.9x so i jump to 1.00, also this version bring the new XGM driver which should really help when playing with music and sound =)
As usual you can find that on the SGDK project page :
https://code.google.com/p/sgdk/
Great job Stef, congratulations and thanks for the continuous improving of SGDK.

Posted: Wed Nov 26, 2014 12:25 am
by letoulousain
Stef wrote:I just released SGDK 1.00 :)
I was tired of version 0.9x so i jump to 1.00, also this version bring the new XGM driver which should really help when playing with music and sound =)
As usual you can find that on the SGDK project page :
https://code.google.com/p/sgdk/
Thanks !
:D

Posted: Sat Nov 29, 2014 11:41 am
by Stef
Already updated to 1.01 to fix some smalls issues with th XGMTool and WAV converter ;)

Posted: Sun Nov 30, 2014 8:01 pm
by djcouchycouch
Just updated a project from SGDK 0.95 to 1.00. Only had to do a few small changes to make it work again! Phew! :)

Thinking of updating some older projects. I hope it won't be very painful :)

Posted: Sun Nov 30, 2014 8:51 pm
by Stef
Hehe, well done ! I do my best to keep backward compatibility but i know it always requires a bit of modifications (almost time it is limited to method renaming).

Posted: Tue Dec 23, 2014 10:27 pm
by Stef
I just made a new version for SGDK :)
This version adds Sega Phaser support (thanks to Chilly Willy !) and also some others improvements (mainly on the XGM driver).
Now the XGM driver automatically enables the DAC when playing PCM SFX and restore its state afterward. I also fixed a minor issue on pause music operation happening on real hardware.

Posted: Tue Dec 23, 2014 10:43 pm
by Chilly Willy
Whoops! Minor bug on my side of things I just noticed...

Code: Select all

            if (md[0] & 0x02)
                my |= mx ? 0xFF00 : 0xFFFF; /* y sign extend */
Notice how it checks mx when setting my? Should be my instead of mx there in line 681. Sorry, should have noticed that myself earlier.