Search found 3131 matches

by Stef
Tue Sep 08, 2020 8:59 am
Forum: SGDK
Topic: Tiles allocation - For tilemap and sprites
Replies: 2
Views: 5218

Re: Tiles allocation - For tilemap and sprites

Sprites tiles are allocated by the sprite engine so using SPR_initEx(..) allow you to define the VRAM allocated for sprite tile data.
Unfortunately you cannot easily free font tiles, so what you can do is to erase it with fixed tiles used for HUD or any others static stuff for instance.
by Stef
Tue Sep 01, 2020 10:42 am
Forum: Megadrive/Genesis
Topic: List of every detectable difference in Mega Drive revisions?
Replies: 17
Views: 181979

Re: List of every detectable difference in Mega Drive revisions?

For some reasons YM3438 need more cycles than the YM2612 to update internal registers (i guess it depend from the register) so it makes sense the busy flag is also maintained for longer.
by Stef
Tue Aug 18, 2020 7:53 am
Forum: Megadrive/Genesis
Topic: List of every detectable difference in Mega Drive revisions?
Replies: 17
Views: 181979

Re: List of every detectable difference in Mega Drive revisions?

So you were testing using CRAM DMA right ? in my case i was always testing using VRAM DMA and just doing some tile data update while the Z80 was running and using the 68k BUS. In that case it seems the DMA break and instead of the wanted data the VRAM is filled with fixed color (and often something ...
by Stef
Mon Aug 17, 2020 8:31 am
Forum: Megadrive/Genesis
Topic: List of every detectable difference in Mega Drive revisions?
Replies: 17
Views: 181979

Re: List of every detectable difference in Mega Drive revisions?

DMA doesn't fail and load garbage, it is outright cancelled , the transfer does not happen and you can measure the time won from that and determine if DMA happened or not, or read VRAM instead. Are you sure of that ? From what i observed it looks like the VRAM was always filled with a fixed value (...
by Stef
Mon Aug 17, 2020 8:28 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1124806

Re: Sega Genesis Dev Kit (SGDK)

Myself i'm using wavosaure, i believe it's a windows only tool. it's free, simple and has exactly what i need to convert / filter my WAV files.
by Stef
Sun Aug 16, 2020 9:27 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1124806

Re: Sega Genesis Dev Kit (SGDK)

As you can read it in the documentation, the fourth parameter tells which sound driver the WAV / sample is intended to be used. It's really important because all sound driver has their own specificities / features (sample playback rate for instance) but the thing is that only the XGM driver is usabl...
by Stef
Wed Aug 12, 2020 8:08 am
Forum: SGDK
Topic: Help setting IMAGE mapbase
Replies: 3
Views: 5314

Re: Help setting IMAGE mapbase

only once, it's just because i decomposed the calculation but indeed it correspond to the TILE_ATTR_FULL stuff :) This is the same parameter, except you define it at compile time instead that on runtime (sort of) :)
by Stef
Wed Aug 12, 2020 8:07 am
Forum: SGDK
Topic: header from .res not getting regenerated?
Replies: 4
Views: 5433

Re: header from .res not getting regenerated?

@djcc> I already updated rescomp and makefile to properly handle deps now, it's not perfect but much better already :) @cero> it's because you're a pure C guy but honestly keeping rescomp in C was really a pain and not productive at all for me. I would have spent much more time doing the sprite cutt...
by Stef
Mon Aug 10, 2020 8:17 am
Forum: SGDK
Topic: header from .res not getting regenerated?
Replies: 4
Views: 5433

Re: header from .res not getting regenerated?

Hi djcc, Definitely right ! This is something we tried to improve (makefile dependency handling), a guy from NES dev community named Banshaku has put some efforts in trying to improve the makefile, so adding sub folder support and automatically deps files (.d) generation but it turned to be a bit mo...
by Stef
Mon Aug 10, 2020 8:14 am
Forum: SGDK
Topic: Help setting IMAGE mapbase
Replies: 3
Views: 5314

Re: Help setting IMAGE mapbase

mapbase is the equivalent of base_attr parameter in setTileMapEx.. So you need to specify at which tile index you want to put your tile data for this map (for instance TILE_USERINDEX) and also specify palette index if you plane to not use palette 0 for the map, palette index need to be shifted by 13...
by Stef
Mon Aug 10, 2020 8:03 am
Forum: Blabla
Topic: Genesis Music Composers?
Replies: 2
Views: 8974

Re: Genesis Music Composers?

I'm not into music composition but i do love what Savage Regime does with the Megadrive sound hardware :
https://www.youtube.com/channel/UCbQQcX ... iXY4dbRD6A

Deflemask (the only active music tracker for Megadrive currently) forum may be a place to check too.
by Stef
Tue Aug 04, 2020 7:59 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1124806

Re: Sega Genesis Dev Kit (SGDK)

@danibus There is no such thing as default number of tiles for background in SGDK. Well afaik it's true that the Sprite Engine can be initialized with a default value which is now 420 tiles for sprite (this is for SGDK 1.5 or >) but of course, you can freely change this value (and i recommend to do ...
by Stef
Thu Jul 09, 2020 9:51 am
Forum: SGDK
Topic: Sega Genesis Dev Kit (SGDK)
Replies: 852
Views: 1124806

Re: Sega Genesis Dev Kit (SGDK)

To be honest that doesn't matter, still i need to investigate why it's initialized that way...

Edit: Ok it turned out to be an initialization order issue, not very important but still better to have that correct :)
Thanks for reporting :)
by Stef
Thu Jun 25, 2020 9:08 am
Forum: SGDK
Topic: Use Bitmap MD and SGDK
Replies: 3
Views: 4881

Re: Use Bitmap MD and SGDK

What do you mean by loading a BIN into the VDP ?
simple filling of VRAM with you binary ?
In that case just declare a BIN resource in your .res file (rescomp.txt explain the format) then you can use VDP_loadTileData(..) method to load your binary blob into the VRAM (using DMA or not).
by Stef
Tue Jun 23, 2020 3:58 pm
Forum: Megadrive/Genesis
Topic: Most compatible way to jump to game image on hardware - making my own cart
Replies: 21
Views: 28320

Re: Most compatible way to jump to game image on hardware - making my own cart

Oh not at all, to be honest i was interested in understanding why SGDK prods weren't working too ;)
Also i'm quite surprised that no official game was impacted by that but maybe lot of games actually reset everything on soft reset.