Search found 339 matches

by cero
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?
by cero
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.
by cero
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.
by cero
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.
by cero
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...
by cero
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?
by cero
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?
by cero
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...
by cero
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.
by cero
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;
by cero
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.
by cero
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.
by cero
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?
by cero
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...
by cero
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".