Search found 33 matches
- Wed Jul 29, 2015 11:42 pm
- Forum: Demos
- Topic: A game I've been working on
- Replies: 1
- Views: 3390
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...
- Sat Jun 06, 2015 7:49 pm
- Forum: SGDK
- Topic: Couldn't Allocate Heap, win32 error ...
- Replies: 22
- Views: 15167
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...
- Mon Jun 01, 2015 5:10 pm
- Forum: SGDK
- Topic: Using larger images with VDP_setMapEx
- Replies: 2
- Views: 2638
- Sun May 31, 2015 5:58 pm
- Forum: SGDK
- Topic: Using larger images with VDP_setMapEx
- Replies: 2
- Views: 2638
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.
- Tue May 12, 2015 12:36 am
- Forum: SGDK
- Topic: Access to tilemap data from an image resource
- Replies: 1
- Views: 2219
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...
- Thu Apr 30, 2015 1:23 am
- Forum: SGDK
- Topic: Loading Tilesets for different levels
- Replies: 3
- Views: 3913
- Wed Apr 29, 2015 12:29 am
- Forum: SGDK
- Topic: Loading Tilesets for different levels
- Replies: 3
- Views: 3913
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...
- Sun Mar 29, 2015 5:59 pm
- Forum: SGDK
- Topic: Address Error when running a rom on hardware
- Replies: 10
- Views: 6460
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...
- Thu Mar 26, 2015 1:07 pm
- Forum: SGDK
- Topic: Address Error when running a rom on hardware
- Replies: 10
- Views: 6460
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...
- Wed Mar 25, 2015 5:38 pm
- Forum: SGDK
- Topic: Address Error when running a rom on hardware
- Replies: 10
- Views: 6460
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...
- Wed Mar 25, 2015 1:20 pm
- Forum: SGDK
- Topic: Address Error when running a rom on hardware
- Replies: 10
- Views: 6460
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 ...
- Wed Mar 25, 2015 12:54 pm
- Forum: SGDK
- Topic: Address Error when running a rom on hardware
- Replies: 10
- Views: 6460
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...
- Tue Mar 17, 2015 11:37 pm
- Forum: SGDK
- Topic: Does having a lot of small methods cause performance issues?
- Replies: 1
- Views: 2904
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?
- Fri Mar 13, 2015 12:24 am
- Forum: SGDK
- Topic: Setting the transparency color to use with Sprites
- Replies: 1
- Views: 2550
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?
- Wed Mar 11, 2015 1:14 pm
- Forum: Demos
- Topic: Please help to decide!
- Replies: 13
- Views: 8646