Search found 117 matches
- Sun May 20, 2012 7:42 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241809
I get 15fps with this code (using Fusion): int main() { VDP_setScreenWidth256(); VDP_init(); VDP_setHInterrupt(0); VDP_setHilightShadow(0); BMP_init(BMP_ENABLE_ASYNCFLIP | BMP_ENABLE_EXTENDEDBLANK | BMP_ENABLE_FPSDISPLAY); while(1) { u8* buffer = BMP_getWritePointer(0, 0); BMP_flip(); } return 0; }...
- Wed May 16, 2012 5:36 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241809
Thanks, It works as expected * The software bitmap engine permit to simulate a 128x160 pixels bitmap screen with doubled X resolution.<br> * It uses a double buffer so you can draw to buffer while other buffer is currently blitting in video memory.<br> * Requires ~41 KB of memory which is dynamicall...
- Fri May 11, 2012 12:23 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241809
BMP_FF_* functions works in 0.90 and fails in 0.91. out/src/main.o: In function `main': main.c:(.text+0x70): undefined reference to `BMP_FF_init' main.c:(.text+0x9c): undefined reference to `BMP_FF_setPixel' main.c:(.text+0xb8): undefined reference to `BMP_FF_clear' main.c:(.text+0x176): undefined r...
- Wed May 09, 2012 11:36 pm
- Forum: Tools
- Topic: Introducing MDPPY++
- Replies: 10
- Views: 8194
Mappy and your plugins are really useful tools. I'd never use it before working with SGDK but reading Mappy's docs found: Editing Properties of a Still Block . You will be shown the block you double clicked, along with it's properties. The numeric information is not used by Mappy and is entirely for...
- Mon May 07, 2012 10:56 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241809
I suffered today an weird behaviour using fix16 and fix32. Seems doesn't work in the way the should. char str[8]; fix16 value = FIX16(123.45); fix16ToStr ( value, str, 5 ); VDP_drawText ( str, 0, 0 ); fix16ToStr( fix16Int ( value ), str, 5 ); VDP_drawText ( str, 0, 1 ); fix16ToStr( fix16Frac ( valu...
- Mon May 07, 2012 8:17 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1241809
I suffered today an weird behaviour using fix16 and fix32. Seems doesn't work in the way the should. char str[8]; fix16 value = FIX16(123.45); fix16ToStr ( value, str, 5 ); VDP_drawText ( str, 0, 0 ); fix16ToStr( fix16Int ( value ), str, 5 ); VDP_drawText ( str, 0, 1 ); fix16ToStr( fix16Frac ( value...
- Sun Apr 08, 2012 10:25 pm
- Forum: Megadrive/Genesis
- Topic: Game runs in emu but not on console
- Replies: 15
- Views: 10613
- Sun Mar 18, 2012 2:29 am
- Forum: Demos
- Topic: Sega logo demo + source
- Replies: 1
- Views: 3190
Sega logo demo + source
This is a little and simple code I wrote for AbbayeMD that shows the SEGA logo. It's based on a .gif found out there.
Hope will be useful for someone.
http://www.box.com/s/141bc10f07ae2cf43deb
Hope will be useful for someone.
http://www.box.com/s/141bc10f07ae2cf43deb
Title, info and game over screens http://www.box.com/s/325yv8lescerpbfpzna7
- Mon Feb 27, 2012 7:33 pm
- Forum: SGDK
- Topic: SGDK Noob Question
- Replies: 4
- Views: 5392
Load that bmp provided by oofwill in a .rc file as BITMAP and write some code like
extern const u32 *my_font;
VDP_loadFont ( my_font, 1 );
The result -->http://twitpic.com/8p3ikk
extern const u32 *my_font;
VDP_loadFont ( my_font, 1 );
The result -->http://twitpic.com/8p3ikk
- Fri Feb 24, 2012 12:27 pm
- Forum: SGDK
- Topic: [SGDK] datatype for maps imported by genres?
- Replies: 5
- Views: 4981
- Fri Feb 24, 2012 10:58 am
- Forum: SGDK
- Topic: [SGDK] datatype for maps imported by genres?
- Replies: 5
- Views: 4981
- Tue Feb 21, 2012 9:45 pm
- Forum: Announcement
- Topic: My 9 month project is now finished
- Replies: 21
- Views: 39483
Since the full map is available, it should be possible to make the full game "easily" this way. EDIT: I check the map, it's a 17 colors images! so load it on a image editor, remove the sprites, you should get a 16 colors or less image (since yellow, red and purple is only used by sprites...and perh...