Search found 237 matches

by kubilus1
Sun Nov 23, 2014 11:29 pm
Forum: SGDK
Topic: New XGM driver !
Replies: 67
Views: 19139

Fantastic, can't wait to give this a whirl!
by kubilus1
Tue Nov 18, 2014 6:16 pm
Forum: Tools
Topic: Linux Genesis Dev Setup
Replies: 125
Views: 53803

I've updated the sjasm to the new location in the Makefile. Thanks for the heads up!
by kubilus1
Mon Nov 17, 2014 3:34 am
Forum: SGDK
Topic: Compatibility with C++
Replies: 17
Views: 4910

My Linux build toolchain that I think you are using, Zontar, is based off of ChillyWilly's and should have c++ support already built. I don't actually use C++ for Genesis development since it will be less efficient and lead to a larger file size, so I can't say how well this will work, but you ought...
by kubilus1
Sun Nov 16, 2014 5:11 pm
Forum: Tools
Topic: 3D format conversion
Replies: 9
Views: 6607

Another update! Now obj2mesh supports the .mtl files! This allows for colors to be setup in Wings3d or other tools and automatically be loaded. This uses the diffuse color property (Kd) I've also updated the lighting so that colors are not wasted. Currently I set aside three colors, black, dark grey...
by kubilus1
Mon Nov 10, 2014 11:48 pm
Forum: SGDK
Topic: Polygon Dithering and Color Usage
Replies: 4
Views: 1845

Fantastic, thanks for the information!
by kubilus1
Sun Nov 09, 2014 10:31 pm
Forum: SGDK
Topic: cosFix16 inaccuracy
Replies: 2
Views: 1271

Doh, of course! It pays to read the descriptions, I must have glossed right over it.
by kubilus1
Sun Nov 09, 2014 4:09 pm
Forum: SGDK
Topic: cosFix16 inaccuracy
Replies: 2
Views: 1271

cosFix16 inaccuracy

So I seem to get very inaccurate results using the SGDK cos/sin tables. For instance this is what I see:

regular C function:
cos(180) = -0.593

SGDK function:
cosFix16(180) = 0.453

What's the deal with the different values?
by kubilus1
Sun Nov 09, 2014 2:07 pm
Forum: SGDK
Topic: Polygon Dithering and Color Usage
Replies: 4
Views: 1845

I don't think I explained myself well. I'm not talking about gouraud shading. In SGDK starting with the cube_flat example, when rendering the polygon for flat shading each surface is drawn by first calculating the lighting, and indexing a color based on this lighting calculation. Then the BMP_drawPo...
by kubilus1
Sat Nov 08, 2014 9:32 pm
Forum: SGDK
Topic: Polygon Dithering and Color Usage
Replies: 4
Views: 1845

Polygon Dithering and Color Usage

So Stef, I notice that the BMP_drawPolygon function will always draw the polygons dithered. I'm wondering how I would go about changing this. I would like to be able retain more color choices but still some sort of lighting effect. Since the current lighting mechanism cycles through a number of colo...
by kubilus1
Tue Oct 28, 2014 8:13 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 834
Views: 493124

That could be it, certainly. If you are using my linux setup, make sure you are using the files in sgdk/skeleton as the basis for the project.
by kubilus1
Sat Oct 25, 2014 4:20 pm
Forum: Tools
Topic: 3D format conversion
Replies: 9
Views: 6607

I've made some improvements to the obj2mesh conversion program and the code to run files created with this. Obj2mesh now supports multiple polygons in the single file and calculates the center of the polygons. Polygons are now represented as a list of polygons that can be accessed for rendering, OR ...
by kubilus1
Sat Oct 25, 2014 2:38 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 834
Views: 493124

Yeah, mod is working fine for me. Here's an example:

https://dl.dropboxusercontent.com/u/101 ... in_mod.tgz
by kubilus1
Sat Oct 25, 2014 2:22 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 834
Views: 493124

I've got modulus working fine with the Linux dev stuff, AFAICT. I'll try to do a minimal test when I get a second.
by kubilus1
Fri Oct 24, 2014 7:59 pm
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 834
Views: 493124

Was this added in a newer revision, perhaps? It's time to update the toolkit I think!
by kubilus1
Fri Oct 24, 2014 6:12 pm
Forum: Tools
Topic: SGDK Development Vagrantfile
Replies: 13
Views: 5618

It's easy enough to alter the script to install a 64 bit OS and install BlastEm or other emulators. That's the beauty of Vagrantfiles! But even for this one, there is no need to run the emulator inside the VM. The directory that the Vagrantfile is on the host is mounted inside the VM at /vagrant. Th...