Sega Genesis Dev Kit (SGDK)

SGDK only sub forum

Moderator: Stef

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Joined: Sat Mar 31, 2018 1:09 pm

Re: Sega Genesis Dev Kit (SGDK)

Post by nemezes » Thu Jul 12, 2018 1:37 pm

Stef wrote:
Tue Jan 16, 2018 1:00 pm
To 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 =)
I had this same doubt.. I thought the screen virtual area 64x64 was standard for mega drive.

Nice to know about it. :)

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Location: Sheffield, England

Re: Sega Genesis Dev Kit (SGDK)

Post by Munkyears » Thu Jan 31, 2019 1:32 am

Hi Stef!!

Random question but have you any plans to incorporate bank switching within SGDK??

Would be mighty helpful!!

Glad to see you are still active!!

To be this good takes ages, To be this good takes Stef, Kanedafr, ChillyWilly & everyone who has helped me discover what hardwork is!

Dive into the SpritesMind! :)

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Very interested
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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Thu Jan 31, 2019 12:29 pm

Hey :)
Of course i'm still alive ^^ Busy but alive ;)
Adding bank switching isn't something i can really do much for it. I can eventually to register get/set operation to change the bank but except that i do not see how i can work out easily bank switching part with the compiler. It's more something you need to do manually.

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Re: Sega Genesis Dev Kit (SGDK)

Post by Sik » Fri Feb 01, 2019 5:47 pm

Well, later consoles (and some DOS programs :​v) would resort to "overlays" which are chunks of code that can be loaded and unloaded as needed… I suppose that bank switching support on SGDK would require a scheme like that. And yes, this is something that needs help from the linker (to put data in overlapping regions).

It's doable, but also a pain in the ass.
Sik is pronounced as "seek", not as "sick".

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