Search found 18 matches
- Wed Apr 15, 2015 7:25 am
- Forum: Demos
- Topic: Alex kidd in Miracle World SMS to Genesis/Megadrive port
- Replies: 42
- Views: 41311
- Mon Apr 06, 2015 3:17 pm
- Forum: SGDK
- Topic: Background scrolling lags
- Replies: 3
- Views: 2841
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...
- Mon Apr 06, 2015 9:53 am
- Forum: Demos
- Topic: Sharp claws
- Replies: 1
- Views: 2841
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 ...
- Fri Apr 03, 2015 9:04 pm
- Forum: SGDK
- Topic: How graphic assets exactly work?
- Replies: 7
- Views: 5051
- Fri Apr 03, 2015 4:32 pm
- Forum: SGDK
- Topic: How graphic assets exactly work?
- Replies: 7
- Views: 5051
- Fri Mar 27, 2015 9:42 pm
- Forum: SGDK
- Topic: All around Window
- Replies: 0
- Views: 9286
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...
- Fri Mar 27, 2015 5:10 pm
- Forum: SGDK
- Topic: Background scrolling lags
- Replies: 3
- Views: 2841
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...
- Thu Mar 26, 2015 10:58 am
- Forum: SGDK
- Topic: Address Error when running a rom on hardware
- Replies: 10
- Views: 6461
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 ...
- Wed Mar 25, 2015 11:25 pm
- Forum: SGDK
- Topic: Address Error when running a rom on hardware
- Replies: 10
- Views: 6461
#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...
- Wed Mar 25, 2015 11:38 am
- Forum: SGDK
- Topic: Fix32 operations
- Replies: 3
- Views: 3937
- Wed Mar 25, 2015 12:24 am
- Forum: SGDK
- Topic: Fix32 operations
- Replies: 3
- Views: 3937
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 ...
- Tue Mar 24, 2015 11:24 pm
- Forum: SGDK
- Topic: Background scrolling lags
- Replies: 3
- Views: 2841
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...
- Tue Mar 24, 2015 12:47 pm
- Forum: SGDK
- Topic: SPR_update annoys me
- Replies: 2
- Views: 2387
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...
- Mon Mar 23, 2015 9:53 pm
- Forum: SGDK
- Topic: SPR_update annoys me
- Replies: 2
- Views: 2387
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...
- Mon Mar 23, 2015 11:57 am
- Forum: SGDK
- Topic: How graphic assets exactly work?
- Replies: 7
- Views: 5051
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...