Félicitations.
Great article. It's nice to see your work in mag.
Search found 101 matches
- Tue Dec 15, 2015 10:56 am
- Forum: Demos
- Topic: Pingouin Rose + Source
- Replies: 5
- Views: 9731
- Tue Dec 15, 2015 8:19 am
- Forum: SGDK
- Topic: Drawing graphics to different planes
- Replies: 11
- Views: 6895
Re: Drawing graphics to different planes
hi, if you look at the doc, you have : #define TILE_ATTR_FULL ( pal, prio, flipV, flipH, index ) (((flipH) << 11) + ((flipV) << 12) + ((pal) << 13) + ((prio) << 15) + (index)) Encode tile attributes for tilemap data. Parameters: pal Palette index prio Tile priority flipV Vertical flip flipH Horizont...
- Fri Dec 11, 2015 5:47 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 27129
Re: Theorical question about the sprites
Thanks for all the infos. I'll read your source code.
And you're right, I always forget the cast
And you're right, I always forget the cast
- Fri Dec 11, 2015 2:13 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 27129
Re: Theorical question about the sprites
Once again, I've found the answer after losing my time.
u8 = char and I forgot the pointer of the array.
I change my array to static const u16 and use "const u16 * str" in my function with the pointeur.
u8 = char and I forgot the pointer of the array.
I change my array to static const u16 and use "const u16 * str" in my function with the pointeur.
- Fri Dec 11, 2015 12:26 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 27129
Re: Theorical question about the sprites
I have a new error and it's come from my C langage variable. I have an array like : static const u16 lev0B[16800] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0 ...}; I use a function to create my map : void SCR_screenDraw(u16 plan, const Bitmap nTiles, u16 nIndex, u8 nSizeH, u8 nSizeV, const u16 nPal, u8 nPlanSiz...
- Tue Dec 08, 2015 8:08 am
- Forum: Tools
- Topic: [Kmod] v0.7.3
- Replies: 38
- Views: 39413
Re: [Kmod] v0.7.3
Thanks.
I've just launch it and begin debugging a game.
I've just launch it and begin debugging a game.
- Thu Dec 03, 2015 10:02 am
- Forum: Tools
- Topic: Beehive - a Mega Drive tile and map editor
- Replies: 30
- Views: 69116
Re: Beehive - a Mega Drive tile and map editor
Thanks a lot.
With great Tools comes great Games
With great Tools comes great Games
- Mon Nov 30, 2015 3:32 pm
- Forum: Megadrive/Genesis
- Topic: Hello...
- Replies: 16
- Views: 11890
Re: Hello...
Everdrive is the best choice. Everdrive with usb. With usb you can transfer the code from the PC directly. Without you need to plug and unplug the sd card everytime, really annoying. Unplug SD card from MD, plug on PC, copy rom , unplug from PC and plug SD on MegaDrive. If you test only one time a d...
- Mon Nov 30, 2015 12:55 pm
- Forum: Megadrive/Genesis
- Topic: Hello...
- Replies: 16
- Views: 11890
Re: Hello...
Nice games on C64
You can use Gens kmod http://gendev.spritesmind.net/page-gensK.html with debug mode, vram ...
I prefer to use MESS (Multi Emulator Super System) part of mame. You can debug line by line and it's very useful.
I begin to learn assembler on Megadrive too and I debug a lot
You can use Gens kmod http://gendev.spritesmind.net/page-gensK.html with debug mode, vram ...
I prefer to use MESS (Multi Emulator Super System) part of mame. You can debug line by line and it's very useful.
I begin to learn assembler on Megadrive too and I debug a lot
- Sat Nov 21, 2015 1:12 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 27129
Re: Theorical question about the sprites
Thanks, I'll try this.
I've always thinking you can use only Plan A or Window plane. But not the two on the same frame. I'll make an attempt.
I've always thinking you can use only Plan A or Window plane. But not the two on the same frame. I'll make an attempt.
- Tue Nov 17, 2015 7:46 am
- Forum: SGDK
- Topic: Issue swapping out palette colors
- Replies: 3
- Views: 3004
Re: Issue swapping out palette colors
Hi, you can have nearly 64 colors max per frame.
So your color 15 for the frame always be the same. You can change it every frame.
But I'm sorry, I think we can have only one color/palette for system font. Wait for expert confirmation.
So your color 15 for the frame always be the same. You can change it every frame.
But I'm sorry, I think we can have only one color/palette for system font. Wait for expert confirmation.
- Sun Nov 15, 2015 10:51 am
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 27129
Re: Theorical question about the sprites
Another question : I have http://i68.servimg.com/u/f68/18/89/68/64/hud110.png Want this http://i68.servimg.com/u/f68/18/89/68/64/hud210.png I have my yellow tile plane in Plan_B with multiscrolling and my HUD in Plan_A with no scrolling and transparent tiles in the low part. I want to change the low...
- Wed Nov 11, 2015 10:46 am
- Forum: SGDK
- Topic: Play wav music and sound effect
- Replies: 19
- Views: 70479
Re: Play wav music and sound effect
I continue my journey with the sound drivers. I'll use the xgm driver for music vgm file and PCM sound effect. :) I use DefelMask to test music because I don't know how do music pattern. Maybe some users use an another music software ? So I open dmf file in DefleMask. I test in the software but when...
- Wed Nov 11, 2015 10:32 am
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 27129
- Wed Nov 04, 2015 4:37 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 27129
Re: Theorical question about the sprites
Fine.
Thanks for the informations.
Thanks for the informations.