Search found 46 matches

by Kuroto
Sun Apr 27, 2014 12:33 am
Forum: SGDK
Topic: looping scrolling foreground
Replies: 6
Views: 6366

Hi Stef,

Thanks for the fix!

I'm trying to implement it, but I'm not sure how to be honest.
I've created a new project to test this. This is my current code:

#include <genesis.h>
#include "resources.h"

int main()
{
VDP_setScrollingMode(HSCROLL_TILE, VSCROLL_PLANE);
u16 hscroll_value=0;

VDP ...
by Kuroto
Tue Apr 22, 2014 10:26 pm
Forum: SGDK
Topic: looping scrolling foreground
Replies: 6
Views: 6366

Hi Stef,

No worries :)

I've been trying your suggestion, however i get an "invalid initializer" error when trying to use the map on this line:


Map map = unpackMap(level1.map, NULL);

Also, is this the right way to declare an image to use as a map? Or should i use something different?

IMAGE ...
by Kuroto
Mon Apr 21, 2014 10:17 pm
Forum: SGDK
Topic: looping scrolling foreground
Replies: 6
Views: 6366

So, small update.

I'm using Mappy now with MDPPY.

It generated an .asm file, which I'm trying to use in SGDK.
Unfortunately I can't find any information about using .asm maps at all. :?

I'm stuck at this point, so any help is appreciated.
Thanks!

Best regards,

Steve
by Kuroto
Sat Apr 19, 2014 11:38 pm
Forum: Demos
Topic: [MD] Flappy Bird Scroll -SAMPLE-
Replies: 8
Views: 8885

Great! I'll PM you, because i'm kind of stuck :lol:
by Kuroto
Tue Apr 15, 2014 9:04 pm
Forum: SGDK
Topic: looping scrolling foreground
Replies: 6
Views: 6366

looping scrolling foreground

Hi all,

What would be the best way to create a looping scrolling foreground?
Say I have a large BMP file of a map, and I would want to scroll it, for example on the A Plane. What would be the best way to do it?

I'm trying to use the A plane to draw the "pipes" in my flappy bird game, so ...
by Kuroto
Sun Apr 13, 2014 5:20 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 364
Views: 615393

I'm not entirely sure, but as the original Wolf3D music is in MIDI format, i'm guessing they used a converter.

Obviously the MIDI file would have to be modified a bit, and then an appropriate (TFI?) instrument would have to be made to create the correct YM2612 values.

I'm looking into these ...
by Kuroto
Thu Apr 10, 2014 6:38 pm
Forum: SGDK
Topic: Timers / Move sprite to position on screen?
Replies: 14
Views: 10395

I guess the best way to learn things is to break them and repair them again... :lol:
by Kuroto
Wed Apr 09, 2014 11:07 pm
Forum: SGDK
Topic: Timers / Move sprite to position on screen?
Replies: 14
Views: 10395

OK, I think I "solved" it.
I noticed that it would be animated when I put it in a different switch case.

So I've created an "instructions" case, and put all the required code there.

Might be a bit of a dirty "hack", but it works I guess...
No idea why though. Maybe I'm missing something ...
by Kuroto
Sat Apr 05, 2014 8:53 pm
Forum: SGDK
Topic: Timers / Move sprite to position on screen?
Replies: 14
Views: 10395

Update:

When i use the following code, it doesn't raise an error anymore, but the sprites aren't drawn :?

Sprite sprites[MAX_SPRITE];
Sprite *sprflappy = &sprites[0];
Sprite *sprinstr = &sprites[1];

// initialize the sprite (Flappy! :D)
SPR_initSprite(&sprflappy, &flappy_sprite, fix16ToInt ...
by Kuroto
Sat Apr 05, 2014 8:48 pm
Forum: SGDK
Topic: Timers / Move sprite to position on screen?
Replies: 14
Views: 10395

Hi Stef,

I'm actually using 1 sprite definition for multiple sprites, as i saw in a different thread on this forum.

However, when i tried that i got several error message when compiling for some reason.

My current code:


#include <genesis.h>
#include "gfx.h"

#define ANIM_STATIC 0
#define ...
by Kuroto
Wed Apr 02, 2014 10:43 pm
Forum: SGDK
Topic: Timers / Move sprite to position on screen?
Replies: 14
Views: 10395

Hi Stef,

I got the majority of it working. Thanks again for the help! :)

Now i've got a different problem.
I'm now drawing multiple sprites on screen after the loop.

This is the code: while(TRUE)
{
switch(gamestate)
{
case INTRO:
//updateIntroAnim();
//Clear the A Plane to remove the logo ...
by Kuroto
Wed Apr 02, 2014 9:28 pm
Forum: Demos
Topic: [MD] Flappy Bird Scroll -SAMPLE-
Replies: 8
Views: 8885

Nice!

I'm actually making a flappy bird clone myself, using SGDK. :lol:

Still needs work though.

Image
by Kuroto
Mon Mar 31, 2014 9:24 pm
Forum: SGDK
Topic: Timers / Move sprite to position on screen?
Replies: 14
Views: 10395

I'm terribly sorry, but i can't really wrap my head around it i'm afraid :?

What exactly is "state"?
I tried making an INT out of it and defining them, but i don't think that's what i'm supposed to do, right?


#include <genesis.h>
#include "gfx.h"

#define ANIM_STATIC 0
#define ANIM_UP 1 ...
by Kuroto
Sun Mar 30, 2014 6:42 pm
Forum: SGDK
Topic: Timers / Move sprite to position on screen?
Replies: 14
Views: 10395

Allright, thx :)

I did try doing it like that, but it still does the same.

There's a great chance i'm missing something, as i'm actually learning C by coding this.

Any ideas?

I did copy a lot from the sprite example, and i'm now trying to understand what it does. For me that's the best way to ...
by Kuroto
Sun Mar 30, 2014 5:19 pm
Forum: SGDK
Topic: Timers / Move sprite to position on screen?
Replies: 14
Views: 10395

Hi Stef,

I'm a bit confused.


This is my current code:
int i = 250;

for (i; i>60; i--)
{
SPR_setPosition(&sprflappy, i, fix16ToInt(posy));
VDP_waitVSync();
}



My sprite just stays on the same position until (i assume) the for-loop is finished, then it updates with the new location ...