Search found 53 matches

by masteries
Thu Apr 27, 2023 5:27 pm
Forum: SGDK
Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
Replies: 5
Views: 50286

Re: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area

Indeed this is impossible to do it like that as sprite tiles need to be contiguous in VRAM. you need to split your sprite in small 8x8 pixels sprite if you want to use not contiguous tiles. Ok, as I supposed in the post : " As well, if this can't be done due to sprite tiles need to be read sequenti...
by masteries
Fri Apr 21, 2023 8:57 pm
Forum: SGDK
Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
Replies: 5
Views: 50286

Re: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area

SGDK does allow to define manually where are the tiles to use for sprites by using the following function : SPR_setVRAMTileIndex(sprite, tileIndex); You can use a dummy spriteDefinition with a single 8x8 sprite or 16x8 depending the sprite size you need so you create the sprites using these spriteD...
by masteries
Wed Apr 19, 2023 4:22 pm
Forum: SGDK
Topic: Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area
Replies: 5
Views: 50286

Custom sprites - Manual sprite composition/tile location management - intended for HUD elements area

Greetings, Here we come with a very specific, but VRAM saving need We have some tiles to be used as HUD elements for a dual player game, these tiles consist in 4 icons and numbers from 0 to 9 As HUD elements on screen we desire: -A sprite that represents the number of lives and number of special wea...
by masteries
Tue Oct 11, 2022 11:11 am
Forum: SGDK
Topic: How to duplicate sprites using VRAM tiles once?
Replies: 5
Views: 42751

Re: How to duplicate sprites using VRAM tiles once?

Thanks for the code sample, now it is clear!

This solution will be applied for debris and explosions.
by masteries
Mon Oct 10, 2022 3:33 pm
Forum: SGDK
Topic: How to duplicate sprites using VRAM tiles once?
Replies: 5
Views: 42751

Re: How to duplicate sprites using VRAM tiles once?

You can do that by using SPR_setVRAMTileIndex(..) so you define where the sprite tiles are located in VRAM. You have this function SPR_loadAllFrames(..) function which load all frames of a SpriteDefinition so you can easily share the tile indexes along several sprites then. The sonic sample show an...
by masteries
Sun Oct 09, 2022 5:05 pm
Forum: Cartridge
Topic: Custom cartridge - Needed signals and byte ordering
Replies: 1
Views: 31745

Custom cartridge - Needed signals and byte ordering

Greetings, We are planning to develop a custom cartridge, with some embedded electronics to resemble a ROM memory. Writing is planned to be performed via address lines, specific addresses act as commands, that provides x bits of data, without use D0-D15 as input. As well, data retrieval is performed...
by masteries
Fri Sep 30, 2022 12:15 pm
Forum: SGDK
Topic: How to duplicate sprites using VRAM tiles once?
Replies: 5
Views: 42751

Re: How to generate Horizontal & Vertical mirrored based sprites from a "father" sprite?

The question can be simplified as:


How to share the graphical data for a set of sprites?

Where only one of the sprites update its tiles, and other ones only perform some flag changes, such H mirror and so on.
by masteries
Wed Sep 28, 2022 8:57 am
Forum: SGDK
Topic: How to duplicate sprites using VRAM tiles once?
Replies: 5
Views: 42751

How to duplicate sprites using VRAM tiles once?

Let me explain, using some images: https://i.ibb.co/X4ZcSbM/Question1.png Currently, we are searching for a way to create composed animated sprites, where the second, third and fourth sprite use the graphical data from the first sprite, using the same VRAM tiles, but horizontally mirrored, verticall...
by masteries
Sun Jul 24, 2022 11:51 am
Forum: SGDK
Topic: Form day to night, impossible to compile. gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found
Replies: 2
Views: 4746

Re: Form day to night, impossible to compile. gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not foun

Stef wrote:
Tue Jul 19, 2022 9:58 am
Do a complete clean of your project, you may have dirty .s files somewhere..
I also experienced it and fixed it just by cleaning some intermediate .s file not properly cleaned
Yes, as you pointed, it was a really hidden .s file
Solved via manual deleting of the file,

Thanks!
by masteries
Sat Jul 16, 2022 6:49 pm
Forum: SGDK
Topic: Form day to night, impossible to compile. gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found
Replies: 2
Views: 4746

Form day to night, impossible to compile. gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found

Greetings,

From day to night, when I need to compile it shows this message:

gcc.exe: fatal error: -fuse-linker-plugin, but libto_plugin-0.dll not found


What happens?

Thanks,
by masteries
Thu Jun 30, 2022 10:36 am
Forum: Demos
Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
Replies: 9
Views: 9138

Re: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP

I released the first beta ROM version for Megadrive / Genesis,

Download at video description:

https://www.youtube.com/watch?v=wDpg9luIOtM
by masteries
Thu Jun 30, 2022 10:33 am
Forum: Demos
Topic: 2.5D engine demo for Megadrive/Genesis
Replies: 9
Views: 12799

Re: 2.5D engine demo for Megadrive/Genesis

Congratulations, it looks very promising!
by masteries
Mon Jun 13, 2022 2:01 pm
Forum: Demos
Topic: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP
Replies: 9
Views: 9138

Re: Metal Slug port from Atari STE to MegaDrive / Genesis - WIP

Release date is near,

Meanwhile, a debug video, sprite collision testing:

https://www.youtube.com/watch?v=ROMCReXx_Zk
by masteries
Wed Feb 16, 2022 4:56 pm
Forum: Demos
Topic: 2.5D engine demo for Megadrive/Genesis
Replies: 9
Views: 12799

Re: 2.5D engine demo for Megadrive/Genesis

Congratulations! It looks great!
by masteries
Wed Feb 16, 2022 4:55 pm
Forum: Megadrive/Genesis
Topic: 10 MB Flat cart using discrete logic
Replies: 13
Views: 28382

Re: 10 MB Flat cart using discrete logic

Thanks for your effort, very interesting,

Please, when you reached final design, share with us

10 MB is a must for very high detailed games,