Search found 33 matches

by BroOfTheSun
Wed Jul 29, 2015 11:42 pm
Forum: Demos
Topic: A game I've been working on
Replies: 1
Views: 3362

A game I've been working on

Find the rom here: https://drive.google.com/folderview?id=0BxcxpXDlOG_nfmNwU24xcWNvZm94aEFOZE52ODl0ZXRiUkM4bkFSZUdudkhIS25pejk4NHM&usp=sharing Description: You play as a spaceship, shooting down enemy drones. The drones fire back. Shoot down the drones and gain points. Try to get a high score. Contr...
by BroOfTheSun
Sat Jun 06, 2015 7:49 pm
Forum: SGDK
Topic: Couldn't Allocate Heap, win32 error ...
Replies: 22
Views: 15027

Couldn't Allocate Heap, win32 error ...

Hey, I frequently get this error when I compile. Could someone help me understand what this error is? It happens sometimes when I try to compile. When I see it, I just recompile until the build completes successfully. error message: 2 [main] ? (684) C:\sgdk\bin\make.exe: *** fatal error - C:\sgdk\bi...
by BroOfTheSun
Mon Jun 01, 2015 5:10 pm
Forum: SGDK
Topic: Using larger images with VDP_setMapEx
Replies: 2
Views: 2607

I wasn't thinking about the available genesis ram. I think it would be better for me to build a method to update the map as I scroll...I may have more questions on this later. Thanks for the help.
by BroOfTheSun
Sun May 31, 2015 5:58 pm
Forum: SGDK
Topic: Using larger images with VDP_setMapEx
Replies: 2
Views: 2607

Using larger images with VDP_setMapEx

Should I be able to use an image that is 256 x 256 tiles with VDP_setMapEx()? I'm trying to see if it's even possible to use a 256 x 256 tile image, then use VDP_setMap to update the map as the player moves through it. I'm having trouble getting this to work, and wanted to see if it's even possible.
by BroOfTheSun
Tue May 12, 2015 12:36 am
Forum: SGDK
Topic: Access to tilemap data from an image resource
Replies: 1
Views: 2200

Access to tilemap data from an image resource

I'm using an image to display a background for a level, and I use rescomp to compile the image. I want to be able to track certain blocks in the image to use for collision detection. The image struct already has the tilemap data. So my question is, can I reuse that data to track where collision bloc...
by BroOfTheSun
Thu Apr 30, 2015 1:23 am
Forum: SGDK
Topic: Loading Tilesets for different levels
Replies: 3
Views: 3873

I didn't know about the VDP debug with Gens/GensKMod. That helped me to figure out what the issue was, which was that I wasn't optimizing the tiles being loaded, and was loading way too many tiles.

I was able to resolve the issue by fixing my images and tilesets. Thanks!
by BroOfTheSun
Wed Apr 29, 2015 12:29 am
Forum: SGDK
Topic: Loading Tilesets for different levels
Replies: 3
Views: 3873

Loading Tilesets for different levels

Hi, I'm having trouble understanding how to load tilesets properly for multiple images to use with different levels. I want to load two images to use for the APLAN and BPLAN for one level. Then change to another level using different images for the APLAN and BPLAN. When I load the tilesets in the co...
by BroOfTheSun
Sun Mar 29, 2015 5:59 pm
Forum: SGDK
Topic: Address Error when running a rom on hardware
Replies: 10
Views: 6401

I was able to resolve the issue. It is unrelated to the area of code I posted above. The issue in my code was with how I was loading the background image for a level. Here is the code: Image *bgImage = unpackImage(&ImageFile, bgImage); VDP_drawImageEx(APLAN, &ImageFile, TILE_ATTR_FULL(PAL1, FALSE, F...
by BroOfTheSun
Thu Mar 26, 2015 1:07 pm
Forum: SGDK
Topic: Address Error when running a rom on hardware
Replies: 10
Views: 6401

Thank you for the help. I obviously do not have a good understanding of how memory allocation works. I will go back and fix my code. In terms of using an Object wrapper around the Sprite. I'm using the Object position X and Y to track where the object is in an area, and the Sprite positions to track...
by BroOfTheSun
Wed Mar 25, 2015 5:38 pm
Forum: SGDK
Topic: Address Error when running a rom on hardware
Replies: 10
Views: 6401

It's very likely that I'm not using Sprites correctly. Here is a general idea of how I'm updating sprites: typedef struct Object { Sprite* sprite; // Points to the sprite used in the Sprite List passed to SPR_update() fix32 posX; fix32 posY; void (*updateFunction)(struct Object* obj); // USe SPR_upd...
by BroOfTheSun
Wed Mar 25, 2015 1:20 pm
Forum: SGDK
Topic: Address Error when running a rom on hardware
Replies: 10
Views: 6401

All my code is in C. I do allocate memory for certain objects. I allocate memory for an object struct, sprites, and background images. Could the error be caused from allocating memory? I'm able to run the rom on an emulator, and it looks like the sprites and images are loaded correctly. So I didn't ...
by BroOfTheSun
Wed Mar 25, 2015 12:54 pm
Forum: SGDK
Topic: Address Error when running a rom on hardware
Replies: 10
Views: 6401

Address Error when running a rom on hardware

Hi, I've run into an issue with a game I'm developing. I use Kega Fusion as an emulator to test out my rom, and I'm able to load and play through the rom on Kega Fusion. When I try running the rom on hardware (using a Sega Nomad), it immediately gives me an address error. I've tried fixing the check...
by BroOfTheSun
Tue Mar 17, 2015 11:37 pm
Forum: SGDK
Topic: Does having a lot of small methods cause performance issues?
Replies: 1
Views: 2879

Does having a lot of small methods cause performance issues?

I don't know enough about genesis development to understand if I should be breaking up my methods into small methods. I already break up my methods so as not to copy code in different methods. However, will having a lot of small methods slow down performance?
by BroOfTheSun
Fri Mar 13, 2015 12:24 am
Forum: SGDK
Topic: Setting the transparency color to use with Sprites
Replies: 1
Views: 2537

Setting the transparency color to use with Sprites

Hi, I'm having some trouble getting transparency to work. I use a program called IrfanView to set the transparency color on my sprites and background images. However, transparency works only when I set the first color in my palette as the transparency color. Is this how transparency works?
by BroOfTheSun
Wed Mar 11, 2015 1:14 pm
Forum: Demos
Topic: Please help to decide!
Replies: 13
Views: 8560

Are you recreating StarCraft for the sega genesis?