Posted: Wed May 28, 2014 4:05 pm
New version released !
As usual, you can download it and get changelog on the SGDK download page
As usual, you can download it and get changelog on the SGDK download page
Sega Megadrive/Genesis development
http://gendev.spritesmind.net/forum/
Great job Stef, thanks for it.Stef wrote:New version released !
As usual, you can download and get changelog on the SGDK project page
Thanks !Stef wrote:New version released !
As usual, you can download it and get changelog on the SGDK download page
You mean the compression issue ? unfortunately not yet :-/matteus wrote:Does this version fix my issue with Rescomp?
Ahh okay I shall await the compression fix before attempting to make any further progressStef wrote:You mean the compression issue ? unfortunately not yet :-/matteus wrote:Does this version fix my issue with Rescomp?
But don't worry i definitely plan to fix it soon (it just needed more time than expected so i preferred to made a quick version before completing it).
It should be fixed now, i just uploaded a new version with the fix =)matteus wrote:Ahh okay I shall await the compression fix before attempting to make any further progressStef wrote:You mean the compression issue ? unfortunately not yet :-/matteus wrote:Does this version fix my issue with Rescomp?
But don't worry i definitely plan to fix it soon (it just needed more time than expected so i preferred to made a quick version before completing it).
Hi Stef,Stef wrote:It should be fixed now, i just uploaded a new version with the fix =)matteus wrote:Ahh okay I shall await the compression fix before attempting to make any further progressStef wrote: You mean the compression issue ? unfortunately not yet :-/
But don't worry i definitely plan to fix it soon (it just needed more time than expected so i preferred to made a quick version before completing it).
Unfortunately i think the RLE compression won't be really blazing fast, unpacking code can definitely be optimized !
Code: Select all
VDP_drawImageEx(BPLAN, img, TILE_ATTR_FULL(pal, FALSE, FALSE, FALSE, ind), 7, nextvpos + 4, TRUE, TRUE);
Haha I'll post later this evening when I've had chance to check to fix the code!Stef wrote:Yeah, i was not getting itdid you fixed your problem ?
ha-haStef wrote:Ah yeah, i had to do this to avoid a rare bug which could happen when plan A and plan B tilemap share the same address in VRAM