Search found 3131 matches

by Stef
Tue Jun 23, 2020 10:33 am
Forum: SGDK
Topic: Use Bitmap MD and SGDK
Replies: 3
Views: 5223

Re: Use Bitmap MD and SGDK

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.
by Stef
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" ...
by Stef
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.
by Stef
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...
by Stef
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...
by Stef
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 :-/
by Stef
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...
by Stef
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...
by Stef
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 !
by Stef
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 :)
by Stef
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...
by Stef
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.
by Stef
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...
by Stef
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...
by Stef
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