Search found 13 matches

by DavilaGames
Mon Nov 27, 2023 8:13 pm
Forum: Demos
Topic: LUNATIC FIGHTERS, new Mega Drive Fighting Game!
Replies: 0
Views: 73580

LUNATIC FIGHTERS, new Mega Drive Fighting Game!

Pre-order for LUNATIC FIGHTERS has started, a new fighting game for MEGA DRIVE:

https://catarse.me/LunaticFighters

International shipping with credit card payments. Catarse is the brazilian Kickstarter.

Image
by DavilaGames
Mon Nov 06, 2023 12:40 am
Forum: Announcement
Topic: LUNATIC FIGHTERS New Mega Drive Game
Replies: 0
Views: 73191

LUNATIC FIGHTERS New Mega Drive Game

Pre-order for LUNATIC FIGHTERS has started, a new fighting game for MEGA DRIVE:

https://catarse.me/LunaticFighters

International shipping with credit card payments. Catarse is the brazilian Kickstarter.

Image
by DavilaGames
Thu Mar 10, 2022 6:54 pm
Forum: SGDK
Topic: Bank switching with SGDK
Replies: 6
Views: 13027

Re: Bank switching with SGDK

I want to make my ROM with more than 4Mb work (at the moment I have a crash with an illegal function). I opened the config.h file and changed ENABLE_BANK_SWITCH to 1, adding support for switching banks. Then I ran the build_lib.bat file from the root of my SGDK by double clicking on the file. It loo...
by DavilaGames
Thu Jul 29, 2021 2:45 am
Forum: SGDK
Topic: frameChanged() and sprTileIndexes [] questions?
Replies: 4
Views: 9369

Re: frameChanged() and sprTileIndexes [] questions?

Now, I understood the correct behavior of what I wanted to do. Just like in Sonic's Sample, I would add a sprite to the canvas with SPR_addSprite() and store its index in sprTileIndexes[], but when I wanted to add the same sprite again using SPR_addSprite(), the new one took up another space in the ...
by DavilaGames
Thu Jul 22, 2021 5:18 pm
Forum: SGDK
Topic: SGDK Sonic SAMPLE Warnings
Replies: 1
Views: 4395

SGDK Sonic SAMPLE Warnings

I compiled Sonic Sample in Debug mode and got the following warnings, which also occur in my programs, does anyone know what it is and how can I fix them? Thanks! :wink: Message : DMA_queueDma(..) warning: transfer size limit raised on transfer #56, current size = 7296 max allowed = 7200 Message : W...
by DavilaGames
Thu Jul 22, 2021 5:14 pm
Forum: SGDK
Topic: frameChanged() and sprTileIndexes [] questions?
Replies: 4
Views: 9369

Re: frameChanged() and sprTileIndexes [] questions?

Now I can choose which VRAM address I will add my Sprite to, with SPR_setVRAMTileIndex(); but I would like to do otherwise. I would like to add on the screen, an Sprite that comes from that specific address.
by DavilaGames
Sun Jun 06, 2021 7:40 pm
Forum: SGDK
Topic: Some questions about SGDK
Replies: 15
Views: 21249

Re: Some questions about SGDK

You dont need to clear the VRAM, only reset your index tileset.
by DavilaGames
Tue Dec 29, 2020 1:21 pm
Forum: SGDK
Topic: frameChanged() and sprTileIndexes [] questions?
Replies: 4
Views: 9369

frameChanged() and sprTileIndexes [] questions?

Hello. I have a question about the "sprite" (Sonic) sample that comes in SGDK. in relation to frameChanged () and sprTileIndexes []. They load the enemy's sprites into VRAM, but when I create a wave of new enemies with e-> sprite = SPR_addSprite (& spr_enemy01, posX, posY, TILE_ATTR (PAL2, FALSE, FA...
by DavilaGames
Sun Jan 19, 2020 3:38 am
Forum: SGDK
Topic: My SGDK Tutorials (Spanish & English)
Replies: 17
Views: 23901

Re: My SGDK Tutorials (Spanish)

Excellent tutorials and very indicated to have a good knowledge and good code organization!
by DavilaGames
Sun Jan 19, 2020 2:31 am
Forum: SGDK
Topic: All my VDP_drawText() are gone with SGDK 1.4.1
Replies: 3
Views: 6101

Re: All my VDP_drawText() are gone with SGDK 1.4.1

Before I was using the command line: VDP_doVRamDMA((u32) mytile_font8bits, 46080, 1536); to set my font in the game. I used VDP_resetScreen() without problems ... Now when I use VDP_resetScreen() I have to set VDP_doVRamDMA((u32) mytile_font8bits, 46080, 1536) again. This solved the problem.
by DavilaGames
Tue Jan 07, 2020 1:48 pm
Forum: SGDK
Topic: All my VDP_drawText() are gone with SGDK 1.4.1
Replies: 3
Views: 6101

All my VDP_drawText() are gone with SGDK 1.4.1

I updated SGDK to 1.4.1 and suddenly all texts created with VDP_drawText from my program are gone. Is there anything I can do?
by DavilaGames
Wed Nov 27, 2019 2:18 am
Forum: SGDK
Topic: Static Voids after or before int MAIN()?
Replies: 2
Views: 5069

Re: Static Voids after or before int MAIN()?

Yes, now I understand.. thanks for your attention!!!
by DavilaGames
Tue Nov 26, 2019 7:02 pm
Forum: SGDK
Topic: Static Voids after or before int MAIN()?
Replies: 2
Views: 5069

Static Voids after or before int MAIN()?

We all know that the main function of the program is int main () . So during the code I create other functions like void MoveSprites() , void CreatePlayer() , and so on. I can create these functions before or after int main() , and if created after it, I have to set at the beginning of the code stat...