Search found 101 matches

by dub
Wed Feb 03, 2016 8:24 am
Forum: SGDK
Topic: Sprite Engine Help
Replies: 18
Views: 18090

Re: Sprite Engine Help

For your power-ups, maybe it's an init link problems.
I can't have time to compile and test because you use a specific batch.

I think, when you use the sgdk sprite-engine, you can't allow empty slot between sprites. And we see the mess in your link satb.

#define SOff_paddle 0 //Always 0
232 ...
by dub
Mon Jan 25, 2016 8:14 am
Forum: SGDK
Topic: Generated asm files
Replies: 16
Views: 10723

Re: Generated asm files

I think it's because you use "-S" like global value for all your compilation.

If you wan to see only the asm code for your c files, try this :
- Remove "-s" from default_flags
- Change this in your makefile :

out/%.o: %.c
$(MKDIR) -p out
$(MKDIR) -p out/src
$(MKDIR) -p out/res
$(CC) -S $(FLAGS ...
by dub
Sun Jan 24, 2016 12:49 pm
Forum: SGDK
Topic: Some problems with code compilation
Replies: 10
Views: 7473

Re: Some problems with code compilation

I'm sorry, I'm not on my computer.
You can try with "static"

static int batx=180;
by dub
Sun Jan 24, 2016 9:26 am
Forum: SGDK
Topic: Some problems with code compilation
Replies: 10
Views: 7473

Re: Some problems with code compilation

Your global var error is certainly because you include your .h file in every file (.c or .h). So the compiler create a new variable each time.

2 solutions : include your .h only one time or put "extern" before you variable so the compiler keep only one.

extern int batx=180;
by dub
Sat Jan 23, 2016 6:04 pm
Forum: SGDK
Topic: Strange garbled graphics
Replies: 7
Views: 6986

Re: Strange garbled graphics

Thanks master :mrgreen:

I always forget the pointer.
by dub
Sat Jan 23, 2016 6:00 pm
Forum: SGDK
Topic: Some problems with code compilation
Replies: 10
Views: 7473

Re: Some problems with code compilation

Try u16 or s16. FIX16 is a function to change variable cast.

u16 x;
.....
by dub
Sat Jan 23, 2016 10:28 am
Forum: SGDK
Topic: Strange garbled graphics
Replies: 7
Views: 6986

Re: Strange garbled graphics

It's a long time for me too, maybe someone can explain more clearly (in English).
the -> is the object of a structure.

I don't have the struct of tileset but you can see with this :
typedef struct
{
u16 compression;
u16 w;
u16 h;
const Palette *palette;
const u8 *image;
} Bitmap;

For ...
by dub
Sat Jan 23, 2016 8:19 am
Forum: SGDK
Topic: Strange garbled graphics
Replies: 7
Views: 6986

Re: Strange garbled graphics

If I read your code, i see you use the same tile_index

u16 ind_tileset;
ind_tileset = TILE_USERINDEX;
...
u16 ind_tileset2;
ind_tileset2 = TILE_USERINDEX;
Maybe you write tile at the same position in VRAM. You can look in debug mode your vram.
Add this to make test :

u16 ind_tileset;
ind ...
by dub
Sun Dec 27, 2015 10:51 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 35982

Re: Theorical question about the sprites

I don't think we can juste change the number of the sprite list when you want but some hardcoder can explain if we can.

For now, I just make a new SPR_init (x, ...) and change the number of the first value.
by dub
Sun Dec 27, 2015 8:38 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 35982

Re: Theorical question about the sprites

Thank you for vectors, I had not seen that in the doc. I used my 2 variables struct for speed velocity so I can change that.

For calculating vectors, I will not have a velocity speed problem. Maybe I should add a value for distance ratio between two points.

If my two points are close (2,2) - (1,1 ...
by dub
Sat Dec 26, 2015 5:23 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 35982

Re: Theorical question about the sprites

I don't think we can scroll the sprite layer. If you want to simulate you need to add the other two plans speed to your sprite.

I don't yet find a way to calculate the angle between two points ... :mrgreen:
by dub
Fri Dec 25, 2015 5:13 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 35982

Re: Theorical question about the sprites

I continue my journey ... and I'm stuck.

I have enemy ship on screen how can shoot into player direction. I use the cosFix32 and sinFix32 table (0 .. 1024) like this for my 2D Vector / Velocity in x and y, and add them to enemy position (I use fix32 value for float) :

gameObject[i].speedX2 ...
by dub
Wed Dec 16, 2015 8:45 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 35982

Re: Theorical question about the sprites


If you'd like to try it, you can use my sprite support code:

https://github.com/Mikejmoffitt/LICS/blob/master/src/sprites.c

and

https://github.com/Mikejmoffitt/LICS/blob/master/inc/sprites.h

I try your code but I have a problem with the (VDP_doVRamDMA((u32)sprite_table,sprite_addr,spr_num ...
by dub
Wed Dec 16, 2015 8:35 am
Forum: SGDK
Topic: Linux and Mac OS X GenDev builds with SGDK
Replies: 5
Views: 4696

Re: Linux and Mac OS X GenDev builds with SGDK

Thanks, I'll try the linux version.

It's always useful if we lack of Windows version.
by dub
Tue Dec 15, 2015 11:04 am
Forum: SGDK
Topic: Drawing graphics to different planes
Replies: 11
Views: 8406

Re: Drawing graphics to different planes

I think you can't reload all the Plan. You have just a small time for drawing tiles in background. But a expert can explain better.

If you try to load a full plan, the Megadrive need many frames. So you lose fps.

When you want to make background animation, I use two methods :
- you change only the ...