Search found 101 matches

by dub
Tue Dec 15, 2015 10:56 am
Forum: Demos
Topic: Pingouin Rose + Source
Replies: 5
Views: 4602

Re: Pingouin Rose + Source

Félicitations. :)

Great article. It's nice to see your work in mag.
by dub
Tue Dec 15, 2015 8:19 am
Forum: SGDK
Topic: Drawing graphics to different planes
Replies: 11
Views: 2717

Re: Drawing graphics to different planes

hi, if you look at the doc, you have : #define TILE_ATTR_FULL ( pal, prio, flipV, flipH, index ) (((flipH) << 11) + ((flipV) << 12) + ((pal) << 13) + ((prio) << 15) + (index)) Encode tile attributes for tilemap data. Parameters: pal Palette index prio Tile priority flipV Vertical flip flipH Horizont...
by dub
Fri Dec 11, 2015 5:47 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 9511

Re: Theorical question about the sprites

Thanks for all the infos. I'll read your source code.

And you're right, I always forget the cast :mrgreen:
by dub
Fri Dec 11, 2015 2:13 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 9511

Re: Theorical question about the sprites

Once again, I've found the answer after losing my time. :mrgreen:

u8 = char and I forgot the pointer of the array.
I change my array to static const u16 and use "const u16 * str" in my function with the pointeur.
by dub
Fri Dec 11, 2015 12:26 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 9511

Re: Theorical question about the sprites

I have a new error and it's come from my C langage variable. I have an array like : static const u16 lev0B[16800] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0 ...}; I use a function to create my map : void SCR_screenDraw(u16 plan, const Bitmap nTiles, u16 nIndex, u8 nSizeH, u8 nSizeV, const u16 nPal, u8 nPlanSiz...
by dub
Tue Dec 08, 2015 8:08 am
Forum: Tools
Topic: [Kmod] v0.7.3
Replies: 38
Views: 11400

Re: [Kmod] v0.7.3

Thanks.

I've just launch it and begin debugging a game. :D
by dub
Thu Dec 03, 2015 10:02 am
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 29
Views: 17588

Re: Beehive - a Mega Drive tile and map editor

Thanks a lot.

With great Tools comes great Games :mrgreen:
by dub
Mon Nov 30, 2015 3:32 pm
Forum: Megadrive/Genesis
Topic: Hello...
Replies: 16
Views: 4537

Re: Hello...

Everdrive is the best choice. Everdrive with usb. With usb you can transfer the code from the PC directly. Without you need to plug and unplug the sd card everytime, really annoying. Unplug SD card from MD, plug on PC, copy rom , unplug from PC and plug SD on MegaDrive. If you test only one time a d...
by dub
Mon Nov 30, 2015 12:55 pm
Forum: Megadrive/Genesis
Topic: Hello...
Replies: 16
Views: 4537

Re: Hello...

Nice games on C64 :)

You can use Gens kmod http://gendev.spritesmind.net/page-gensK.html with debug mode, vram ...
I prefer to use MESS (Multi Emulator Super System) part of mame. You can debug line by line and it's very useful.

I begin to learn assembler on Megadrive too and I debug a lot
by dub
Sat Nov 21, 2015 1:12 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 9511

Re: Theorical question about the sprites

Thanks, I'll try this.

I've always thinking you can use only Plan A or Window plane. But not the two on the same frame. I'll make an attempt.
by dub
Tue Nov 17, 2015 7:46 am
Forum: SGDK
Topic: Issue swapping out palette colors
Replies: 3
Views: 1130

Re: Issue swapping out palette colors

Hi, you can have nearly 64 colors max per frame.

So your color 15 for the frame always be the same. You can change it every frame.
But I'm sorry, I think we can have only one color/palette for system font. Wait for expert confirmation.
by dub
Sun Nov 15, 2015 10:51 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 9511

Re: Theorical question about the sprites

Another question : I have http://i68.servimg.com/u/f68/18/89/68/64/hud110.png Want this http://i68.servimg.com/u/f68/18/89/68/64/hud210.png I have my yellow tile plane in Plan_B with multiscrolling and my HUD in Plan_A with no scrolling and transparent tiles in the low part. I want to change the low...
by dub
Wed Nov 11, 2015 10:46 am
Forum: SGDK
Topic: Play wav music and sound effect
Replies: 14
Views: 2354

Re: Play wav music and sound effect

I continue my journey with the sound drivers. I'll use the xgm driver for music vgm file and PCM sound effect. :) I use DefelMask to test music because I don't know how do music pattern. Maybe some users use an another music software ? So I open dmf file in DefleMask. I test in the software but when...
by dub
Wed Nov 11, 2015 10:32 am
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 9511

Re: Theorical question about the sprites

It's great. I added my sprite function and it's working well.

2 scrolls with Big Sprite and 80 sprites at full 60 Hz without tearing.

Image
by dub
Wed Nov 04, 2015 4:37 pm
Forum: SGDK
Topic: Theorical question about the sprites
Replies: 45
Views: 9511

Re: Theorical question about the sprites

Fine. :D
Thanks for the informations.