Search found 3061 matches

by Stef
Fri Jan 01, 2021 9:51 pm
Forum: SGDK
Topic: Screen wobble SGDK sample
Replies: 5
Views: 567

Re: Screen wobble SGDK sample

Thanks for the kind words! Of course you can use it if you like, I'd love to see it as an SGDK default sample. Thanks ! i will probably add it soon then :D I may eventually add some comments here and there (I saw you used low level sprite API for instance) Speaking of hint callback :), I noticed th...
by Stef
Wed Dec 30, 2020 9:47 pm
Forum: SGDK
Topic: Screen wobble SGDK sample
Replies: 5
Views: 567

Re: Screen wobble SGDK sample

The effect looks gorgeous ! well done ! And the settings menu is really nicely done too. Can i eventually use it as default sample ? that is the kind of sample i always wanted to do but never spent time for that. Of course you will be credited for that :) Also it's good that you made it for SGDK 1.6...
by Stef
Thu Dec 03, 2020 10:57 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 837
Views: 513514

Re: Sega Genesis Dev Kit (SGDK)

Just released SGDK 1.60 !
https://www.patreon.com/posts/44635938
Have fun :)
by Stef
Fri Nov 13, 2020 1:15 pm
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 19
Views: 4507

Re: Play wav music and sound effect

Yeah of course you can, you just need a 8 MB ROM cart for that and it is not recommended to use flat mapping as it eats extension memory space but if don't care about it...
by Stef
Tue Oct 13, 2020 8:17 am
Forum: Megadrive/Genesis
Topic: Good emulator for a newb wanting to make emulation modifications?
Replies: 2
Views: 1280

Re: Good emulator for a newb wanting to make emulation modifications?

DGen ??? Maybe you're speaking about a newer version than the one i know as it was both *very inaccurate* and the sources definitely not nice imo.
I would have recommended Genesis Plus instead but maybe what you meant is than DGen is probably easier to understand and get compiled.
by Stef
Tue Sep 08, 2020 8:59 am
Forum: SGDK
Topic: Tiles allocation - For tilemap and sprites
Replies: 2
Views: 1240

Re: Tiles allocation - For tilemap and sprites

Sprites tiles are allocated by the sprite engine so using SPR_initEx(..) allow you to define the VRAM allocated for sprite tile data.
Unfortunately you cannot easily free font tiles, so what you can do is to erase it with fixed tiles used for HUD or any others static stuff for instance.
by Stef
Tue Sep 01, 2020 10:42 am
Forum: Megadrive/Genesis
Topic: List of every detectable difference in Mega Drive revisions?
Replies: 17
Views: 4458

Re: List of every detectable difference in Mega Drive revisions?

For some reasons YM3438 need more cycles than the YM2612 to update internal registers (i guess it depend from the register) so it makes sense the busy flag is also maintained for longer.
by Stef
Tue Aug 18, 2020 7:53 am
Forum: Megadrive/Genesis
Topic: List of every detectable difference in Mega Drive revisions?
Replies: 17
Views: 4458

Re: List of every detectable difference in Mega Drive revisions?

So you were testing using CRAM DMA right ? in my case i was always testing using VRAM DMA and just doing some tile data update while the Z80 was running and using the 68k BUS. In that case it seems the DMA break and instead of the wanted data the VRAM is filled with fixed color (and often something ...
by Stef
Mon Aug 17, 2020 8:31 am
Forum: Megadrive/Genesis
Topic: List of every detectable difference in Mega Drive revisions?
Replies: 17
Views: 4458

Re: List of every detectable difference in Mega Drive revisions?

DMA doesn't fail and load garbage, it is outright cancelled , the transfer does not happen and you can measure the time won from that and determine if DMA happened or not, or read VRAM instead. Are you sure of that ? From what i observed it looks like the VRAM was always filled with a fixed value (...
by Stef
Mon Aug 17, 2020 8:28 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 837
Views: 513514

Re: Sega Genesis Dev Kit (SGDK)

Myself i'm using wavosaure, i believe it's a windows only tool. it's free, simple and has exactly what i need to convert / filter my WAV files.
by Stef
Sun Aug 16, 2020 9:27 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 837
Views: 513514

Re: Sega Genesis Dev Kit (SGDK)

As you can read it in the documentation, the fourth parameter tells which sound driver the WAV / sample is intended to be used. It's really important because all sound driver has their own specificities / features (sample playback rate for instance) but the thing is that only the XGM driver is usabl...
by Stef
Wed Aug 12, 2020 8:08 am
Forum: SGDK
Topic: Help setting IMAGE mapbase
Replies: 3
Views: 1806

Re: Help setting IMAGE mapbase

only once, it's just because i decomposed the calculation but indeed it correspond to the TILE_ATTR_FULL stuff :) This is the same parameter, except you define it at compile time instead that on runtime (sort of) :)
by Stef
Wed Aug 12, 2020 8:07 am
Forum: SGDK
Topic: header from .res not getting regenerated?
Replies: 4
Views: 1216

Re: header from .res not getting regenerated?

@djcc> I already updated rescomp and makefile to properly handle deps now, it's not perfect but much better already :) @cero> it's because you're a pure C guy but honestly keeping rescomp in C was really a pain and not productive at all for me. I would have spent much more time doing the sprite cutt...
by Stef
Mon Aug 10, 2020 8:17 am
Forum: SGDK
Topic: header from .res not getting regenerated?
Replies: 4
Views: 1216

Re: header from .res not getting regenerated?

Hi djcc, Definitely right ! This is something we tried to improve (makefile dependency handling), a guy from NES dev community named Banshaku has put some efforts in trying to improve the makefile, so adding sub folder support and automatically deps files (.d) generation but it turned to be a bit mo...
by Stef
Mon Aug 10, 2020 8:14 am
Forum: SGDK
Topic: Help setting IMAGE mapbase
Replies: 3
Views: 1806

Re: Help setting IMAGE mapbase

mapbase is the equivalent of base_attr parameter in setTileMapEx.. So you need to specify at which tile index you want to put your tile data for this map (for instance TILE_USERINDEX) and also specify palette index if you plane to not use palette 0 for the map, palette index need to be shifted by 13...