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.
Search found 13 matches
- Mon Nov 27, 2023 8:13 pm
- Forum: Demos
- Topic: LUNATIC FIGHTERS, new Mega Drive Fighting Game!
- Replies: 0
- Views: 73580
- 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.
https://catarse.me/LunaticFighters
International shipping with credit card payments. Catarse is the brazilian Kickstarter.
- 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...
- 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 ...
- 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...
- 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.
- 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.
- 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...
- 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!
- 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.
- 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?
- 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!!!
- 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...