Search found 3061 matches
- 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...
- 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...
- Thu Dec 03, 2020 10:57 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 837
- Views: 513514
- 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...
- 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.
I would have recommended Genesis Plus instead but maybe what you meant is than DGen is probably easier to understand and get compiled.
- 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.
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.
- 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.
- 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 ...
- 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 (...
- 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.
- 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...
- 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) 


- 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...
- 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...
- 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...