Search found 339 matches
- Wed Apr 20, 2016 1:49 pm
- Forum: SGDK
- Topic: XGM driver hangs during fades
- Replies: 12
- Views: 6760
XGM driver hangs during fades
Whenever there's a fade, or just a loop of "for (i = 0; i < 180; i++) VDP_waitVSync();", the XGM driver just plays one note, as if it's stuck. Known issue? Any workarounds?
- Mon Apr 18, 2016 7:42 am
- Forum: SGDK
- Topic: Filling in the header
- Replies: 2
- Views: 2801
Re: Filling in the header
Have you looked at SGDK? The header is all in a convenient C file.
- Thu Mar 24, 2016 8:28 am
- Forum: SGDK
- Topic: Something that seems impossible to do in C
- Replies: 5
- Views: 3904
Re: Something that seems impossible to do in C
Initialize your command array in RAM at the start of main. It's small, there's no difference really to having it in RAM vs ROM.
- Mon Mar 21, 2016 9:41 am
- Forum: Hardware
- Topic: Savegame drive idea
- Replies: 23
- Views: 33375
Re: Savegame drive idea
Why bother with a mold (~10k) when the userbase is likely just a few hundred? At such volumes, 3d printing makes much more sense.
- Mon Mar 14, 2016 9:55 am
- Forum: Hardware
- Topic: Hardware and Software Developers Needed for Project
- Replies: 15
- Views: 25409
Re: Hardware and Software Developers Needed for Project
Option one would be illegal, option two would have more power in the cart than the console and thus be expensive to manufacture, and option three would have serious latency issues (player one direct access, player two wifi latency + internet latency, where just one of those is enough to make fast ga...
- Wed Mar 09, 2016 8:55 am
- Forum: Hardware
- Topic: Savegame drive idea
- Replies: 23
- Views: 33375
Re: Savegame drive idea
Forgive me for asking, but who is the target audience?
As I see, most homebrew uses flashcarts -> saves can already be backed up. This isn't compatible with existing games. So the only use for this would be removable saves for future homebrew production runs?
As I see, most homebrew uses flashcarts -> saves can already be backed up. This isn't compatible with existing games. So the only use for this would be removable saves for future homebrew production runs?
- Mon Feb 29, 2016 5:34 pm
- Forum: SGDK
- Topic: two dimension char array
- Replies: 13
- Views: 8611
Re: two dimension char array
@MintyTheCat
You're making me curious. You say you code in asm, and didn't use sgdk because it took 150kb (out of possible 4mb). Assets obviously take space, but you have many options to increase compression. Care to elaborate about your project?
You're making me curious. You say you code in asm, and didn't use sgdk because it took 150kb (out of possible 4mb). Assets obviously take space, but you have many options to increase compression. Care to elaborate about your project?
- Fri Feb 26, 2016 9:22 am
- Forum: SGDK
- Topic: two dimension char array
- Replies: 13
- Views: 8611
Re: two dimension char array
Yes, SGDK is actually pretty much a hog resource wise: Stef, please look at a more flexible linking per module approach as used in many embedded systems. I only used SGDK three years ago and I only used the text to string functions so it is a complete waste of limited Work-RAM to put the entire SGD...
- Wed Feb 17, 2016 9:47 am
- Forum: SGDK
- Topic: Maths.h bug, missing parens
- Replies: 1
- Views: 2152
Maths.h bug, missing parens
The min, max, and abs macros need total parens outside the expression, otherwise they're buggy.
For example:
if (abs(a) >= 512)
This produces wrong results with the current macros.
For example:
if (abs(a) >= 512)
This produces wrong results with the current macros.
- Sat Feb 13, 2016 9:45 am
- Forum: Megadrive/Genesis
- Topic: locate my code
- Replies: 3
- Views: 3461
Re: locate my code
Well, you could write to a global, but the compiler may reorder your write.
global_u32 = 0xdeadbeef;
global_u32 = 0xdeadbeef;
- Mon Feb 08, 2016 6:01 pm
- Forum: SGDK
- Topic: Change window address -> text drawing breaks
- Replies: 4
- Views: 3505
Re: Change window address -> text drawing breaks
For my original issue: I found a working memory layout by putting plane A at 0x0000. Since I use a fullscreen window plane in this project, the garbage in plane A doesn't matter, and this way no memory is wasted, I even gain 128 more tiles.
- Mon Feb 08, 2016 5:52 pm
- Forum: SGDK
- Topic: Change window address -> text drawing breaks
- Replies: 4
- Views: 3505
Re: Change window address -> text drawing breaks
OK, I found a bug.
In the setBPlaneAddress function, the bplan_adr variable is not updated, even though that's done in the setReg function. Will file this one to github.
In the setBPlaneAddress function, the bplan_adr variable is not updated, even though that's done in the setReg function. Will file this one to github.
- Mon Feb 08, 2016 5:38 pm
- Forum: SGDK
- Topic: Change window address -> text drawing breaks
- Replies: 4
- Views: 3505
Re: Change window address -> text drawing breaks
I tried to work around this, keeping window the first one, by setting plane B to the same address as plane A. But apparently this isn't legal, it creates a black screen.
Is this a limitation of the Genesis, or of SGDK?
Is this a limitation of the Genesis, or of SGDK?
- Mon Feb 08, 2016 5:24 pm
- Forum: SGDK
- Topic: Change window address -> text drawing breaks
- Replies: 4
- Views: 3505
Change window address -> text drawing breaks
In the following code, if I comment the setWindowAddress call, text draws fine. This is because the drawing expects the window to always be at the bottom of the top of VRAM. I think it should be changed to a draw at a static value. #include <genesis.h> #define APLAN_DEFAULT 0xE000 int main() { VDP_s...
- Sat Jan 30, 2016 10:46 am
- Forum: Megadrive/Genesis
- Topic: How to create a game rom
- Replies: 27
- Views: 17117
Re: How to create a game rom
..and none of them have good tools to create music, either. A Windows-only tracker is not "good".