Search found 3131 matches

by Stef
Wed Apr 22, 2020 9:00 am
Forum: SGDK
Topic: Problem with DMA_doVramFill
Replies: 5
Views: 9336

Re: Problem with DMA_doVramFill

If you use not too old SGDK with recent GCC (6.3) you can be confident about inlining. The LTO optimization does wonder, it even sometime push it a bit too much (making code size a bit large) but so you can safely use fonction for almost everything (as you can see i don't care too much with them in ...
by Stef
Wed Apr 22, 2020 7:41 am
Forum: SGDK
Topic: Problem with DMA_doVramFill
Replies: 5
Views: 9336

Re: Problem with DMA_doVramFill

OK, I think I understood the problem. I looked in source code of DMA_doVRamFill. In fact, the "value" parameter needs to be u8. Then, when sending the value to data port, you write : *pw = value | (value << 8); ... So I modified the DMA_doVRamFill function by making value a u16, and sending value t...
by Stef
Tue Apr 21, 2020 7:47 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1241362

Re: Sega Genesis Dev Kit (SGDK)

Thanks a lot Chilly Willy, looks like this unit needed a documentation update :p
I will add all those precious informations in the header as this is very informative :)
by Stef
Tue Apr 21, 2020 7:39 pm
Forum: SGDK
Topic: Problem with DMA_doVramFill
Replies: 5
Views: 9336

Re: Problem with DMA_doVramFill

In fact SGDK just take care about adjusting len but not the way data are written (and it should probably indeed) so currently you have to take care of that yourself. And unfortunately it's not really straightforward to handle that..
by Stef
Tue Apr 21, 2020 8:34 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1241362

Re: Sega Genesis Dev Kit (SGDK)

You're welcome ! I forgot to mention it indeed, i just updated to SGDK 1.50, i think i will soon publish a 1.51 version to fix minors issues (as usual) :p
by Stef
Sun Apr 19, 2020 6:49 pm
Forum: SGDK
Topic: Fast question about HUD and strings
Replies: 7
Views: 6953

Re: Fast question about HUD and strings

Yeah i modified code so you can just use intToStr(..) now and it should be fast :)
by Stef
Fri Apr 17, 2020 7:38 am
Forum: SGDK
Topic: HScroll Tile mode
Replies: 11
Views: 18766

Re: HScroll Tile mode

Oh i never realized that was the name of second boss :p
by Stef
Thu Apr 16, 2020 12:49 pm
Forum: SGDK
Topic: Fast question about HUD and strings
Replies: 7
Views: 6953

Re: Fast question about HUD and strings

VDP_drawText(..) is the easiest way definitely (using the window plan to not sacrifice a whole background for that)..
You can use sprites to do it but SGDK doesn't provide any help for that unfortunately.
by Stef
Thu Apr 16, 2020 10:02 am
Forum: SGDK
Topic: HScroll Tile mode
Replies: 11
Views: 18766

Re: HScroll Tile mode

Well done !

Black Turtle ? :p
by Stef
Thu Apr 16, 2020 10:01 am
Forum: SGDK
Topic: Fast question about HUD and strings
Replies: 7
Views: 6953

Re: Fast question about HUD and strings

Don't use sprintf for something you need to update often. sprintf is *terribly* slow. If you really need to convert int to String then use intToStr(..) method. It's a bit less convenient than sprintf(..) but much faster (still consuming CPU time). About overlapping, you can put plane A (containing t...
by Stef
Tue Apr 14, 2020 4:35 pm
Forum: SGDK
Topic: HScroll Tile mode
Replies: 11
Views: 18766

Re: HScroll Tile mode

Oh yeah you're right, it will be called at each "scanline - 1" so if "scanline -1" is lower than 112 (2x112=224 lines) then indeed you will have multiple calls for a single screen. I think the easiest solution is indeed to call VDP_setHInterrupt(FALSE) after the scrolling change. Then don't forget t...
by Stef
Tue Apr 14, 2020 3:48 pm
Forum: SGDK
Topic: HScroll Tile mode
Replies: 11
Views: 18766

Re: HScroll Tile mode

Well, that was almost that :P SYS_setHIntCallback(my_callback); VDP_setHInterrupt(TRUE); VDP_setHIntCounter(scanline - 1); No need to deal with the SYS_setInterruptMaskLevel(...) stuff, it should be fine by default. Then in your callback : void my_callback() { VDP_setHorizontalScroll(new_value); } U...
by Stef
Tue Apr 14, 2020 9:12 am
Forum: SGDK
Topic: HScroll Tile mode
Replies: 11
Views: 18766

Re: HScroll Tile mode

Wouldn't it be faster keep plane hscroll mode, to activate HInt at (scanline - 1), then change the HScroll register in HInt ? Using line scroll just for a single parallax is really a waste of performance (as you need to update scroll value for each line). Of course it's *much* better to use Hint he...
by Stef
Tue Apr 14, 2020 9:10 am
Forum: SGDK
Topic: HScroll Tile mode
Replies: 11
Views: 18766

Re: HScroll Tile mode

Looks like you're using last repository version, be careful it's still a bit experimental but it should work :p I tried to document the DMA_QUEUE_COPY from the doxygen but i admit it remains obscure: Copy the buffer and put in the DMA queue so it will be transferred at next VBlank The difference bet...
by Stef
Sat Apr 11, 2020 4:45 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1241362

Re: Sega Genesis Dev Kit (SGDK)

Maybe you can edit the title but honestly *many* people fall in that kind of trouble / caveat so it can still be somehow useful ;)