Sega Genesis Dev Kit (SGDK)

SGDK only sub forum

Moderator: Stef

kubilus1
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Post by kubilus1 » Fri Oct 24, 2014 7:59 pm

Was this added in a newer revision, perhaps? It's time to update the toolkit I think!

Stef
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Post by Stef » Fri Oct 24, 2014 11:25 pm

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.

kubilus1
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Post by kubilus1 » Sat Oct 25, 2014 2:22 pm

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.

kubilus1
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Post by kubilus1 » Sat Oct 25, 2014 2:38 pm

Yeah, mod is working fine for me. Here's an example:

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

Stef
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Post by Stef » Tue Oct 28, 2014 12:46 pm

So definitely due to another configuration problem !

Chilly Willy
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Post by Chilly Willy » Tue Oct 28, 2014 7:40 pm

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.

kubilus1
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Post by kubilus1 » Tue Oct 28, 2014 8:13 pm

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.

Stef
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Post by Stef » Sun Nov 23, 2014 7:38 pm

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/

Manveru
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Post by Manveru » Mon Nov 24, 2014 6:26 am

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.
The man who moves a mountain begins by carrying away small stones. Confucius, 551-479 BC

letoulousain
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Post by letoulousain » Wed Nov 26, 2014 12:25 am

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
thanks to Stef SGDK

Stef
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Post by Stef » Sat Nov 29, 2014 11:41 am

Already updated to 1.01 to fix some smalls issues with th XGMTool and WAV converter ;)

djcouchycouch
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Post by djcouchycouch » Sun Nov 30, 2014 8:01 pm

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 :)

Stef
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Post by Stef » Sun Nov 30, 2014 8:51 pm

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).

Stef
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Post by Stef » Tue Dec 23, 2014 10:27 pm

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.

Chilly Willy
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Post by Chilly Willy » Tue Dec 23, 2014 10:43 pm

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.

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