Search found 3044 matches

by Stef
Thu Jul 09, 2020 9:51 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 821
Views: 441202

Re: Sega Genesis Dev Kit (SGDK)

To be honest that doesn't matter, still i need to investigate why it's initialized that way...

Edit: Ok it turned out to be an initialization order issue, not very important but still better to have that correct :)
Thanks for reporting :)
by Stef
Thu Jun 25, 2020 9:08 am
Forum: SGDK
Topic: Use Bitmap MD and SGDK
Replies: 3
Views: 244

Re: Use Bitmap MD and SGDK

What do you mean by loading a BIN into the VDP ?
simple filling of VRAM with you binary ?
In that case just declare a BIN resource in your .res file (rescomp.txt explain the format) then you can use VDP_loadTileData(..) method to load your binary blob into the VRAM (using DMA or not).
by Stef
Tue Jun 23, 2020 3:58 pm
Forum: Megadrive/Genesis
Topic: Most compatible way to jump to game image on hardware - making my own cart
Replies: 21
Views: 749

Re: Most compatible way to jump to game image on hardware - making my own cart

Oh not at all, to be honest i was interested in understanding why SGDK prods weren't working too ;)
Also i'm quite surprised that no official game was impacted by that but maybe lot of games actually reset everything on soft reset.
by Stef
Tue Jun 23, 2020 10:33 am
Forum: SGDK
Topic: Use Bitmap MD and SGDK
Replies: 3
Views: 244

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: 749

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: 821
Views: 441202

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: 821
Views: 441202

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: 821
Views: 441202

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: 821
Views: 441202

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: 821
Views: 441202

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: 821
Views: 441202

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: 961

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: 5352

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: 341

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: 1079

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.