dealing with matrices (arrays)

SGDK only sub forum

Moderator: Stef

Stef
Very interested
Posts: 3131
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: dealing with matrices (arrays)

Post by Stef » Thu Apr 18, 2019 8:04 am

Having a newer java should not be a problem, at worst java is not found and so the resource is not compressed (same as NONE).
What may have happened is that you're using an intermediate SGDK version (grabing changes from the github repository) and so having a broken resource compiler. Note that the new rescomp is fully in java now.

nemezes
Very interested
Posts: 69
Joined: Sat Mar 31, 2018 1:09 pm

Re: dealing with matrices (arrays)

Post by nemezes » Thu Apr 18, 2019 11:02 am

Stef wrote:
Thu Apr 18, 2019 8:04 am
Having a newer java should not be a problem, at worst java is not found and so the resource is not compressed (same as NONE).
What may have happened is that you're using an intermediate SGDK version (grabing changes from the github repository) and so having a broken resource compiler. Note that the new rescomp is fully in java now.
To avoid any troubles, as the game is working again, when I finish this game, I will reinstall SGDK with the new version.

One thing that happens is that before it took 2 minutes to "rebuild" the game (I am using codeblocks), now it takes about 5 minutes.

Thanks, Stef.

Stef
Very interested
Posts: 3131
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: dealing with matrices (arrays)

Post by Stef » Thu Apr 18, 2019 12:09 pm

The new resource compiler might be even slower (due to the sprite cutting operation and the improved LZ4W compression) but i plan to improve that :)

nemezes
Very interested
Posts: 69
Joined: Sat Mar 31, 2018 1:09 pm

Re: dealing with matrices (arrays)

Post by nemezes » Thu Apr 18, 2019 2:20 pm

Stef wrote:
Thu Apr 18, 2019 12:09 pm
The new resource compiler might be even slower (due to the sprite cutting operation and the improved LZ4W compression) but i plan to improve that :)
I am using the old one that I downloaded july 2018. I downloaded today from github, but didnt succeed to build the ROM, got some troubles with sprite resources, saying that sprite.s is missing or something like that. when I finish the game, is almost done, I will see if I make new SGDK to work properly.

nemezes
Very interested
Posts: 69
Joined: Sat Mar 31, 2018 1:09 pm

Re: dealing with matrices (arrays)

Post by nemezes » Mon Apr 29, 2019 4:04 pm

still dont get how to use this new version of SGDK.

only errors, it doesnt compile the ROM.

I have the sprite.res file and there is one item called personagem1, then I get the error "personagem1 doenst exist". I go to sprite.res and change orders of just one entry, and then it compile but I get a error and the rom is not made.

Code: Select all

out/res/sprite.o: In function `personagem1':
(.rodata+0xde1c): multiple definition of `personagem1'
out/res/sprite.o:(.rodata+0xde1c): first defined here
make.exe: *** [out/rom.out] Error 1
Process terminated with status 2 (1 minute(s), 21 second(s))
0 error(s), 0 warning(s) (1 minute(s), 21 second(s))
there is no function called "personagem1", it is a sprite. also I got lots of errors related to all sprites and backgrounds and sounds.

any clue how to correct it?

Code: Select all

||=== Build: default in IRMAOS ARATU (compiler: SEGA MEGA DRIVE COMPILER) ===|
out\res\gfx.o||In function `fase0A':|
out\res\gfx.o||In function `fase1A':|
out\res\gfx.o||In function `mapa_imageB':|
out\res\gfx.o||In function `fonteOk':|
out\res\gfx.o||In function `tela1A':|
out\res\gfx.o||In function `tela1B':|
out\res\gfx.o||In function `tela1Afinal':|
out\res\sound.o||In function `musica':|
out\res\sound.o||In function `snd_perdeu':|
out\res\sprite.o||In function `personagem1':|
out\res\sprite.o||In function `estrelaFX':|
out\res\sprite.o||In function `caveira':|
out\res\sprite.o||In function `caveiraChao':|
out\res\sprite.o||In function `caveiraVoa':|
out\res\sprite.o||In function `fogoCaveira':|
out\res\sprite.o||In function `caveiraVoa2':|
out\res\sprite.o||In function `semcabeca':|
out\res\sprite.o||In function `mula':|
out\res\sprite.o||In function `mao':|
||=== Build failed: 0 error(s), 0 warning(s) (0 minute(s), 7 second(s)) ===|

Stef
Very interested
Posts: 3131
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: dealing with matrices (arrays)

Post by Stef » Mon Apr 29, 2019 4:25 pm

You probably have a sprite.s file (generated from rescomp) that wasn't properly cleaned by make.
Do a full rebuild (clean / build) or remove manually the sprite.s file before recompiling your project.

nemezes
Very interested
Posts: 69
Joined: Sat Mar 31, 2018 1:09 pm

Re: dealing with matrices (arrays)

Post by nemezes » Mon Apr 29, 2019 6:07 pm

thanks, stef. it compiled the rom, but I am still getting some troubles.

I have 2 players, they almost look the same (one wears glasses, the other doesnt). one of them (one file), it reads all frames animations. but the other file it get stuck in the last frame of first animation.

also, the background is not displaying when I use VDP_setMapEx.

next week, when I get more patience, I will give another try. :D

Stef
Very interested
Posts: 3131
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: dealing with matrices (arrays)

Post by Stef » Tue Apr 30, 2019 7:52 am

There is many changes in the last SGDK and it's still experimental (it's why i didn't yet made an official release of it).
Be sure that your SGDK is up to date and that you rebuild the library from last sources yourself, if that is not the case you may experiences issues.

Post Reply