Search found 18 matches

by Arrovs
Wed Apr 15, 2015 7:25 am
Forum: Demos
Topic: Alex kidd in Miracle World SMS to Genesis/Megadrive port
Replies: 42
Views: 40889

This kind of slowdown happens with my Sharp claws game too. I really dont know if its our fault or SGDK.
by Arrovs
Mon Apr 06, 2015 3:17 pm
Forum: SGDK
Topic: Background scrolling lags
Replies: 3
Views: 2829

Try game and see yourself Possibly game itself have some flaws for slowdown. Possibly too many sprites and drawing stuff, but that scrolling information screen have nothing more in cycle than scrolling. And as you see it scrolls fluent some seconds and than lags for some secs and it keeps cycling l...
by Arrovs
Mon Apr 06, 2015 9:53 am
Forum: Demos
Topic: Sharp claws
Replies: 1
Views: 2825

Sharp claws

Small game developed with SGDK. SGDK was good way to learn genesis, but it seems have more flaws that makes developing troublesome. Like inconsistent gamespeed. Images wants to overdraw sprites and so on. So it is in latvian language, but in short you are martial master who founds strange tower and ...
by Arrovs
Fri Apr 03, 2015 9:04 pm
Forum: SGDK
Topic: How graphic assets exactly work?
Replies: 7
Views: 5021

strange part about VDP_drawImageEx is TILE_ATTR_FULL where i use index from already uploaded tiles. So it means im uploading in that index tiles again? If so i can whole map generation move to setMap as i uploaded every tile once.
by Arrovs
Fri Apr 03, 2015 4:32 pm
Forum: SGDK
Topic: How graphic assets exactly work?
Replies: 7
Views: 5021

Now i atleast know how to get things out of spritesheets:
VDP_setMapEx
Very usefull function.

Also does VDP_setMap will be faster than standart VDP_drawImageEx?

Also can i change plane size for A and B differently(f.e. A: 32x32 B: 64x32)?
by Arrovs
Fri Mar 27, 2015 9:42 pm
Forum: SGDK
Topic: All around Window
Replies: 0
Views: 9148

All around Window

Hello again. Now im at place where i want to make ui things. And i just dont understand some stuff around window/s. WARNING: the window tilemap should always be the first object attribute in VRAM <- It means i need to put window in first indexes? I can use only one or more windows? How im supposed t...
by Arrovs
Fri Mar 27, 2015 5:10 pm
Forum: SGDK
Topic: Background scrolling lags
Replies: 3
Views: 2829

Of course its a bit slower. Its possible to see it loading in like in 3 farmes, but that shouldnt mess things afterwards when all stuff is there in memory. I kinda dont want to make whole image for map tilemap and also to make content array to actually know what is in this map. I better use one arra...
by Arrovs
Thu Mar 26, 2015 10:58 am
Forum: SGDK
Topic: Address Error when running a rom on hardware
Replies: 10
Views: 6427

Its not so bad to wrap into Object im doing same with almost everything what needs advanced behaviour. One free field is too less for such case. You could remove it at all in most cases for more memory. Only thing what it could be good is for storing flags. And you are true, using pointers who lead ...
by Arrovs
Wed Mar 25, 2015 11:25 pm
Forum: SGDK
Topic: Address Error when running a rom on hardware
Replies: 10
Views: 6427

#define new(struktura) MEM_alloc(sizeof(struktura)) #define newm(struktura,daudzums) MEM_alloc(daudzums*sizeof(struktura)) I like to close creation more or less to C# style so i use macro Object* CreateObject(Sprite* sprite, fix32 x, fix32 y) { Object* obj = new(Object); if(obj != NULL) { obj->spri...
by Arrovs
Wed Mar 25, 2015 11:38 am
Forum: SGDK
Topic: Fix32 operations
Replies: 3
Views: 3890

Thanks. fixed vars works beautiful.
by Arrovs
Wed Mar 25, 2015 12:24 am
Forum: SGDK
Topic: Fix32 operations
Replies: 3
Views: 3890

Fix32 operations

I know im putting out much topics, but who else i will ask. As i already know floating points isnt native to genesis and someone have made custom workaround for this. I want to use them for sprite positions, but im not getting clear with some things. 1. Can i use min max functions on them? Or there ...
by Arrovs
Tue Mar 24, 2015 11:24 pm
Forum: SGDK
Topic: Background scrolling lags
Replies: 3
Views: 2829

Background scrolling lags

Have anyone else experienced 1 pixel lags for part of lines when moving backgrounds - especially can feel when moving whole plane? Although speed is exactly 60 fps. Sprite movements dont lag. If noone else have this problem possibly im doing something wrong with background setup. void Karte_zimet(Ka...
by Arrovs
Tue Mar 24, 2015 12:47 pm
Forum: SGDK
Topic: SPR_update annoys me
Replies: 2
Views: 2376

Thanks for advice. When i will have time i will look under hood. For now i wrote struct who have Sprite array, length and occupied array. Every unit just registers for unused sprite in that arry. All others are just made invisible. If im running out of space i can only pray about ram to be able to c...
by Arrovs
Mon Mar 23, 2015 9:53 pm
Forum: SGDK
Topic: SPR_update annoys me
Replies: 2
Views: 2376

SPR_update annoys me

Why SPR_update accepts only full struct array? Also why i need to update all of them at once? And its not said anywhere. If i update one sprite all other go invisible. I wanted atleast to be able to put array together from pointers, but no - its not good enough. I really wanted sprite as part of uni...
by Arrovs
Mon Mar 23, 2015 11:57 am
Forum: SGDK
Topic: How graphic assets exactly work?
Replies: 7
Views: 5021

Thanks for all this info. I exactly wondered how im supposed to feed animation speed for sprites. But still - how im supposed to break spritesheet into small images? In your case you assume use of predefined map which i pump into VRAM. So i could use one spritesheet for all map tiles (4x4size) and m...