Why are you using assembly to do that with SGDK ?
Can't you use BIN resources and use plain C code ?
As here it looks like you're short cutting SGDK entirely and i'm not sure of what you're trying to do.
Search found 3131 matches
- Tue Jun 23, 2020 10:33 am
- Forum: SGDK
- Topic: Use Bitmap MD and SGDK
- Replies: 3
- Views: 5223
- Tue Jun 23, 2020 10:28 am
- Forum: Megadrive/Genesis
- Topic: Most compatible way to jump to game image on hardware - making my own cart
- Replies: 21
- Views: 31563
Re: Most compatible way to jump to game image on hardware - making my own cart
A reason why SGDK games were definitely heavily impacted by the lack of IO clearing is that indeed, SGDK will consider that we are in a soft reset and a lot of stuff won't be cleared / re-initialized properly, the first thing i think of and that can cause a lot of trouble is "initialized variables" ...
- Tue Jun 09, 2020 7:36 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1219408
Re: Sega Genesis Dev Kit (SGDK)
Oh yeah stupid me, XGM requires signed PCM so default level is $00 and not $80. So yeah default value is right, sorry for the mistake.
- Sun Jun 07, 2020 7:38 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1219408
Re: Sega Genesis Dev Kit (SGDK)
Oh ok, you're using BIN resource to play your PCM. Normally you need to use WAV resource to play PCM from XGM driver and internally rescomp will align it to 256 bytes as XGM driver require it. If you really want to use BIN resource for your PCM, then use 256 bytes align (align) and size alignment (s...
- Sat Jun 06, 2020 8:32 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1219408
Re: Sega Genesis Dev Kit (SGDK)
I made a mini test project to replicate your issue without success. I used jump sound form sonic, i both tried to use 2 XGM PCM resources from same WAV file, then tried to use 2 XGM PCM resources using 2 WAV files but with identical data and it worked in both case. If you can provide me a very examp...
- Fri Jun 05, 2020 9:42 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1219408
Re: Sega Genesis Dev Kit (SGDK)
Ok, thanks for testing and reporting ! Sound like i didn't fixed everything then :-/
- Fri Jun 05, 2020 7:31 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1219408
Re: Sega Genesis Dev Kit (SGDK)
@stef Hi. I have a sound corruption in my first sfx, fruit.pcm, fruit2.pcm and fruit3.pcm are same sfx. fruit.pcm = OK fruit2.pcm = OK fruit3.pcm = Sound Corruption ... I fixed a bug when some resources shared same binary data (rescomp detect it to avoid storing 2 times same data). Can you try to p...
- Mon May 11, 2020 12:03 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1219408
Re: Sega Genesis Dev Kit (SGDK)
Hi there! First cheers to Stef for new update. But my question is about old version :mrgreen: Not really about old version, as I think I'm doing somethig wrong but I don't know where. ... Edit: I think these "non-used" sprites are really being used, I saw when some sprites changed they are used, wh...
- Fri May 01, 2020 7:33 pm
- Forum: Sound
- Topic: SN76489 polarity
- Replies: 4
- Views: 10493
Re: SN76489 polarity
Hey Michel Long time we didn't heard about you !
- Mon Apr 27, 2020 7:45 pm
- Forum: SGDK
- Topic: SRAM read / write
- Replies: 27
- Views: 30880
Re: SRAM read / write
It's really simple, offset is just the address where you want to write in SRAM but the restriction is that you can read/write only 1 value at once.
Did you tested ? that should work
Did you tested ? that should work
- Mon Apr 27, 2020 4:53 pm
- Forum: SGDK
- Topic: Workflow to import extra data into the project
- Replies: 2
- Views: 3816
Re: Workflow to import extra data into the project
Using BIN resource will just make your binary data (whatever it is internally) accessible through an u8 array in SGDK. You can specify alignment, padding or stuff like that if you require and as you mentioned you can also pack it. You can then unpack it using methods from tools.h unit : u32 unpack(u...
- Mon Apr 27, 2020 3:02 pm
- Forum: SGDK
- Topic: Brainstorming a way to hscan colors in SGDK
- Replies: 10
- Views: 13965
Re: Brainstorming a way to hscan colors in SGDK
The idea is to change only a few colors at once and do it in no active display, you can use the HCounter for that, loop waiting for a specific HCounter value then do your CRAM transfer as fast as possible. Repeat the operation on several scanline until you transferred the desired amount of color.
- Fri Apr 24, 2020 8:36 am
- Forum: Megadrive/Genesis
- Topic: Alternative to Vasm assembler?
- Replies: 27
- Views: 34942
Re: Alternative to Vasm assembler?
And to be honest GAS is probably the worst 68000 assembler :p Can you justify that? I mean, yeah sure you need to tweak it a bit to be human friendly, but is very useful once done. To be honest, that is the one i'm using :P But the default syntax is really terrible until you use the --register-pref...
- Thu Apr 23, 2020 7:25 am
- Forum: SGDK
- Topic: Palette change and SYS_setHIntCallback
- Replies: 2
- Views: 3933
Re: Palette change and SYS_setHIntCallback
You can't expect updating a complete palette in a single scanline to work like that (afaik it's possible at the cost of half of the sprite but you have to really prepare and optimize it). Usually game tend to update about 2 to 4 colors per scanline, and it's better to do it during hblank... So at be...
- Wed Apr 22, 2020 9:08 am
- Forum: Megadrive/Genesis
- Topic: Alternative to Vasm assembler?
- Replies: 27
- Views: 34942
Re: Alternative to Vasm assembler?
And to be honest GAS is probably the worst 68000 assembler :p