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 :)

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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)) ===|

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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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Mon Jan 15, 2018 9:02 am

Updated SGDK to version 1.34 ! Check it out here : https://github.com/Stephane-D/SGDK

Changelog

Code: Select all

SGDK 1.34 (January 2018)
------------------------

LIBRARY
*DMA
 - added DMA queue support for all (or almost all) methods supporting DMA operation
* SPRITE
 - fixed timing issue when changing FRAME or ANIMATION manually.
 - fixed sprite sorting when multiple depth were modified in a single SPR_update(..).
 - safer sprite allocation / release.
* MEMORY
 - added MEM_getLargestFreeBlock() to get the largest available block of memory.
* improved LZ4W compression (better compression rate, faster compression...)
* minors changes on method updating tilemap through X,Y position (safer)
* some cleanup

SAMPLE
* reworked benchmark sample to avoid out of memory error (^^)

Mixail
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Re: Sega Genesis Dev Kit (SGDK)

Post by Mixail » Tue Jan 16, 2018 7:36 am

Where did the folder "doc" disappear?

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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Tue Jan 16, 2018 10:14 am

'doc' folder never has been in the repository, you need to go to the "release" section to download the full archive including the doc folder :
https://github.com/Stephane-D/SGDK/releases

Mixail
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Re: Sega Genesis Dev Kit (SGDK)

Post by Mixail » Tue Jan 16, 2018 10:49 am

Thanks!

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Re: Sega Genesis Dev Kit (SGDK)

Post by Mixail » Tue Jan 16, 2018 12:28 pm

Why did the virtual screen area of Y become smaller?
Image

Code: Select all

int Y;
	
	for(Y=0;Y<64;Y++){
		char a5 [2];
		intToStr(Y, a5, 4);
		VDP_drawText(a5, 0, Y);
	}

Stef
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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » 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 =)

Mixail
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Re: Sega Genesis Dev Kit (SGDK)

Post by Mixail » Tue Jan 16, 2018 1:34 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 =)
Thanks for the answer.
How can I do that?

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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Tue Jan 16, 2018 3:56 pm

Code: Select all

VDP_setPlanSize(64, 64);

VDP_setWindowAddress(0xB000);
VDP_setSpriteListAddress(0xBC00);
VDP_setHScrollTableAddress(0xB800);
VDP_setBPlanAddress(0xC000);
VDP_setAPlanAddress(0xE000);
Should put SGDK back in old VRAM configuration mode..

Mixail
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Re: Sega Genesis Dev Kit (SGDK)

Post by Mixail » Tue Jan 16, 2018 5:24 pm

Stef wrote:
Tue Jan 16, 2018 3:56 pm

Code: Select all

VDP_setPlanSize(64, 64);

VDP_setWindowAddress(0xB000);
VDP_setSpriteListAddress(0xBC00);
VDP_setHScrollTableAddress(0xB800);
VDP_setBPlanAddress(0xC000);
VDP_setAPlanAddress(0xE000);
Should put SGDK back in old VRAM configuration mode..
Thanks, it works.

TheGouldFish
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Re: Sega Genesis Dev Kit (SGDK)

Post by TheGouldFish » Sat May 19, 2018 7:01 pm

Just had to say, thanks for making SGDK I've been having lots of fun messing around with it.

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Re: Sega Genesis Dev Kit (SGDK)

Post by Stef » Sun May 20, 2018 9:58 am

Thanks for your kind words about SGDK :) Don't hesitate to post about your personal dev news here !

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