Search found 3000 matches

by Stef
Mon Jan 27, 2020 3:07 pm
Forum: SGDK
Topic: Convert PCM to XGM
Replies: 4
Views: 124

Re: Convert PCM to XGM

If that is really what he want then yeah, you don't have tools for that and honestly i think that results won't be good anyway. I tried long a time ago to make a tool which could convert a PCM sample (single sound obviously) into a FM patch (kind of). It's definitely *very* complicated to develop th...
by Stef
Fri Jan 24, 2020 9:31 pm
Forum: SGDK
Topic: Convert PCM to XGM
Replies: 4
Views: 124

Re: Convert PCM to XGM

Not sure what you mean exactly by converting PCM to XGM.
At least you ca declare your PCM resource as WAV resource then use the XGM driver to play it (whatever PCM channel you use for that).
by Stef
Wed Jan 22, 2020 6:56 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 794
Views: 390001

Re: Sega Genesis Dev Kit (SGDK)

Indeed, it looks like it eliminated memcpy from linking process (probably from the LTO optimization stuff) while it was required by the code. Maybe older compiler versions weren't using memcpy to copy structure while newer versions use it when structure size is > a certain limit (which explain why t...
by Stef
Mon Jan 20, 2020 11:15 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 794
Views: 390001

Re: Sega Genesis Dev Kit (SGDK)

Oh this one is a weird one ! i've no idea why it happen in SGDK 4.1 and not SGDK 4.0 though...
maybe related to linking ordering. I've to investigate that..
thanks for reporting :)
by Stef
Mon Jan 20, 2020 11:41 am
Forum: SGDK
Topic: All my VDP_drawText() are gone with SGDK 1.4.1
Replies: 3
Views: 232

Re: All my VDP_drawText() are gone with SGDK 1.4.1

I completely missed your message @DavilaGames !
Indeed VDP_resetScreen(..) does more now than before (it also clear VRAM), explaining you need to re-upload the font after calling it.
Definitely a problem, i will add the (default) font upload to the function ! Thanks for reporting :)
by Stef
Fri Jan 03, 2020 10:14 am
Forum: SGDK
Topic: Import Sprites in main()
Replies: 1
Views: 605

Re: Import Sprites in main()

You have indeed some limitations about the number of sprite you can use. The hardware itself is limited to 80 sprites max (H40 mode) so the sprite engine limit to 80 sprites max too. You cannot what you're doing : adding all sprites (using addSprite) for a level then hiding some of them until they b...
by Stef
Thu Dec 12, 2019 8:41 am
Forum: Demos
Topic: Mode 7 demo for Genesis/MD
Replies: 56
Views: 28359

Re: Mode 7 demo for Genesis/MD

As usual, pure awesomeness !
Indeed i realized i already had the demo since several months but nice to see it having more visibility :)
by Stef
Thu Nov 28, 2019 4:42 pm
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 1802

Re: m68k at risk of being dropped from gcc 11

Definitely very complex, as you said i guess it's someone with had already hands in GCC code. Even for 10000$ i don't know if i would have tried as i've absolutely no experience with GCC compiler code.
by Stef
Thu Nov 28, 2019 8:58 am
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 1802

Re: m68k at risk of being dropped from gcc 11

Oh ok, you did it :lol:
by Stef
Wed Nov 27, 2019 10:27 am
Forum: SGDK
Topic: m68k at risk of being dropped from gcc 11
Replies: 7
Views: 1802

Re: m68k at risk of being dropped from gcc 11

Good news :D
by Stef
Thu Nov 21, 2019 10:00 am
Forum: SGDK
Topic: Possibly the dumbest SGDK question ever asked
Replies: 2
Views: 506

Re: Possibly the dumbest SGDK question ever asked

Developing SMS game is a complete different beast, do you know you have some tools for that :
https://github.com/sverx/devkitSMS

It allows you to develop SMS game in C, using a specific compiler and as far i can tell, it does work not that bad honestly :)
by Stef
Mon Nov 18, 2019 1:13 pm
Forum: Megadrive/Genesis
Topic: Noob questions: DEFINITIVE info about Z80 BUSREQ, RESET?
Replies: 28
Views: 6875

Re: Noob questions: DEFINITIVE info about Z80 BUSREQ, RESET?

The 2 aren't connected but SEGA clearly indicate to always asserting BUSREQ during Z80 reset operation.
by Stef
Fri Nov 15, 2019 10:43 am
Forum: SGDK
Topic: SPRITE frame size limit
Replies: 4
Views: 748

Re: SPRITE frame size limit

I tried to use u8 but remember it didn't worked for some reasons i forgot. I have to re-investigate it but almost certain it couldn't be done that easy :-/
by Stef
Tue Nov 12, 2019 5:17 pm
Forum: SGDK
Topic: NOOB question - How do I get the frame count?
Replies: 8
Views: 888

Re: NOOB question - How do I get the frame count?

Timer unit give a method to retrieve elapsed time from hard reset (SYS_getTimer() or something like that).
But SGDK also own the frame counter into vtimer variable.
by Stef
Fri Nov 08, 2019 9:14 am
Forum: SGDK
Topic: SPRITE frame size limit
Replies: 4
Views: 748

Re: SPRITE frame size limit

Hardware sprite are limited to 32x32 pixels. Rescomp limit (meta) sprite size to 128x128 to spare ROM space on sprite metadata (hardware sprite position) so it could use s8 type to define offset and collision information. Having > 128 w or h sprites would require using 16 bit offsets for both hard s...