Search found 237 matches
- Sun Jan 27, 2019 4:29 pm
- Forum: Tools
- Topic: BlastEm 0.6.0
- Replies: 15
- Views: 44733
Re: BlastEm 0.6.0
Awesome, got it working.
- Sat Jan 26, 2019 4:16 pm
- Forum: Tools
- Topic: BlastEm 0.6.0
- Replies: 15
- Views: 44733
Re: BlastEm 0.6.0
Cool. Yeah, that definitely finds the rom.db. It's probably how I built the project, but it doesn't actually show anything when I run a rom. I get a blank screen and the following error:
"Failed to open shader file default.v.glsl for reading"
"Failed to open shader file default.v.glsl for reading"
- Mon Jan 21, 2019 5:00 pm
- Forum: Demos
- Topic: Physics and Collision Test
- Replies: 0
- Views: 107921
Physics and Collision Test
Simple physics and collision test demonstrating terrain collision, sprite collision, and resolution.
https://s3.amazonaws.com/public-stuffnt ... stest1.bin
https://s3.amazonaws.com/public-stuffnt ... stest1.bin
- Wed Jan 16, 2019 7:12 pm
- Forum: Tools
- Topic: BlastEm 0.6.0
- Replies: 15
- Views: 44733
Re: BlastEm 0.6.0
Sounds good, I'll give it a go later on. BTW, love the debugging modes on this. This should be very handy!
- Tue Jan 15, 2019 11:33 pm
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1209475
Re: Do you need tutorials ?
Okay, you convince me. The VDP_COLLISION flag is pretty much completely useless.
- Mon Jan 14, 2019 12:40 am
- Forum: Tools
- Topic: BlastEm 0.6.0
- Replies: 15
- Views: 44733
Re: BlastEm 0.6.0
Oh, I see it created a config file at ~/.config/blastem/blastem.cfg. I still get the ROM db error though.
- Mon Jan 14, 2019 12:32 am
- Forum: Tools
- Topic: BlastEm 0.6.0
- Replies: 15
- Views: 44733
Re: BlastEm 0.6.0
Installing in Linux is kind of awkward, since it is not looking in standard locations for config files. /etc/, ~ (according to README). Also, just putting these files in the indicated locations (assuming default.cfg), does not allow blastem to run, so there must be other dependencies. Error of 'Fail...
- Mon Jan 14, 2019 12:22 am
- Forum: Tools
- Topic: BlastEm 0.6.0
- Replies: 15
- Views: 44733
Re: BlastEm 0.6.0
oooh. Up to date Genesis emulator for 64 bit Linux. Nice!!
- Fri Jan 11, 2019 9:14 pm
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1209475
Re: Do you need tutorials ?
Interesting about the interrupt itself using a lot of clock. For my many collision FPS tests, I wasn't showing a big impact, but I was 'ifdef'ing out the logic _inside_ of the hblank interrupt, rather than the entire hblank interrupt. Dropping this entirely going forward. (Though I suppose for some ...
- Thu Jan 10, 2019 9:24 pm
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1209475
Re: Do you need tutorials ?
Gotcha, for hblank interrupts. Makes sense. The specific simplified example wouldn't need that, however. Sorry if that wasn't clear. It would only check the collision flag during the main loop. But yeah, basically what you are saying about the number of checks in the further examples I gave being a ...
- Wed Jan 09, 2019 11:28 pm
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1209475
Re: Do you need tutorials ?
we know exactly where the collision occurred. No, you don't. You only know that in a line graphical sprites overlap, nothing more. And that's after losing about 50% of the cpu. Anyway, if you are sure just do it. We learn more from our failures than from our success, so it’s a win/win, don’t worry....
- Wed Jan 09, 2019 1:30 am
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1209475
Re: Do you need tutorials ?
Well, it can depend on your game logic, for one. For instance, let's say we are creating a tennis game with a player sprite on the bottom and a player sprite on the top. If we get a VDP_COLLISION and our ball sprite is over halfway up the screen, we know exactly where the collision occurred. In othe...
- Tue Jan 08, 2019 1:21 am
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1209475
Re: Do you need tutorials ?
So yeah, obviously we wouldn't want to do any kind of collision test within an hblank. That would be crazy slow. But, we get what, 91 clock cycles per hblank. Assuming it's not used for something else, that ought to be enough time to save some info to use elsewhere. In my initial tests I'm doing som...
- Mon Jan 07, 2019 12:34 am
- Forum: SGDK
- Topic: Do you need tutorials ?
- Replies: 76
- Views: 1209475
Re: Do you need tutorials ?
So I've been working on a higher level 'engine' on top of base SGDK functionality for a bit. Implementing physics and sprite collision stuff ATM, so this is all pretty fresh in my mind. I found this pretty helpful: https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engi...
- Tue Dec 25, 2018 3:05 pm
- Forum: Tools
- Topic: Updated Gens Ubuntu Build
- Replies: 3
- Views: 10968
Re: Updated Gens Ubuntu Build
I feel I'm a bit out-of-touch with the state of Linux Sega emulators, but I've tended to reach for Kega-Fusion or Gens to test my stuff when I have a moment to hack here and there. The .travis.yml file has the Docker command I kick-off. Ugly, but good enough to get a build and allow me to work on ot...