Search found 69 matches
- Sat Nov 05, 2016 3:52 pm
- Forum: SGDK
- Topic: Starting a fade in/out sometimes crashes on hardware
- Replies: 9
- Views: 5376
Starting a fade in/out sometimes crashes on hardware
I had an issue in my project for a while where the game would hang between room transitions (fading). It would only happen on hardware, not emulators (except BlastEm) which reported Read from VDP data port while writes are configured, CPU is now frozen. VDP Address: 2, CD: 5 it looks like the proble...
- Fri Nov 04, 2016 11:55 pm
- Forum: Megadrive/Genesis
- Topic: Collision Help Please...
- Replies: 12
- Views: 9875
Re: Collision Help Please...
Here is the usual algorithm for detecting if 2 rectangles overlap: if (RectA.X1 < RectB.X2 && RectA.X2 > RectB.X1 && RectA.Y1 < RectB.Y2 && RectA.Y2 > RectB.Y1) Your code is not taking the size of the rectangles into consideration, so the function will only set "Overlap" to true if the 2 sprites are...
- Mon Oct 17, 2016 11:39 am
- Forum: SGDK
- Topic: SGDKcompiling Issue -RESOLVED-
- Replies: 5
- Views: 4476
Re: SGDKcompiling Issue
Does the GDK environment variable end with a forward slash '/'?
And also GDK_WIN with a backwards slash '\'?
It looks like the tool is not adding an extra slash to the end when one doesn't already exist in the variable.
And also GDK_WIN with a backwards slash '\'?
It looks like the tool is not adding an extra slash to the end when one doesn't already exist in the variable.
- Fri Oct 07, 2016 1:44 pm
- Forum: Tools
- Topic: 68000 instruction timing from source?
- Replies: 14
- Views: 16443
Re: 68000 instruction timing from source?
As far as I know the closest thing gennydev has to profiling is random gdb pausing and timing with Kdebug.ehaliewicz wrote:What you really want is some sort of profiler.
I hope I'm wrong though.
- Thu Oct 06, 2016 10:25 pm
- Forum: SGDK
- Topic: find how many times a number appears inside a number
- Replies: 2
- Views: 2494
Re: find how many times a number appears inside a number
the modulus opoerator won't work right with fixed point numbers, have to convert to int first.
- Wed Oct 05, 2016 10:07 pm
- Forum: SGDK
- Topic: Options menu
- Replies: 4
- Views: 3664
Re: Options menu
Looking through the VRAM in Gens KMod, each time the title screen is reloaded, it loads a copy of itself further down. Eventually, this clashes with the sprite table, then the font, and finally the planes: https://my.mixtape.moe/idchbm.png https://my.mixtape.moe/vflipp.png https://my.mixtape.moe/mfr...
- Wed Oct 05, 2016 6:31 pm
- Forum: SGDK
- Topic: Options menu
- Replies: 4
- Views: 3664
Re: Options menu
Could it be the sprite is not being released? SPR_releaseSprite() or alternatively SPR_reset() to kill them all. EDIT: Also there is this "ind" variable I see being used to send tiles to VDP. Do you reset this to a default value when restarting the menus? What does the issue look like exactly? Are t...
- Thu Sep 22, 2016 8:38 pm
- Forum: SGDK
- Topic: Small floating point numbers
- Replies: 29
- Views: 15052
Re: Small floating point numbers
Gonna have to keep in mind the search on github is buggy
Not sure what else could be going wrong other than maybe the object files in libmd weren't being regenerated.
Not sure what else could be going wrong other than maybe the object files in libmd weren't being regenerated.
- Thu Sep 22, 2016 2:06 pm
- Forum: SGDK
- Topic: Small floating point numbers
- Replies: 29
- Views: 15052
Re: Small floating point numbers
Actually, it appears sqrttab16 is declared but not defined (at least in master)
https://github.com/Stephane-D/SGDK/sear ... =sqrttab16
https://github.com/Stephane-D/SGDK/sear ... BIG_TABLES
https://github.com/Stephane-D/SGDK/sear ... =sqrttab16
https://github.com/Stephane-D/SGDK/sear ... BIG_TABLES
- Thu Sep 22, 2016 12:26 am
- Forum: SGDK
- Topic: Small floating point numbers
- Replies: 29
- Views: 15052
Re: Small floating point numbers
Rebuilt the lib?
Code: Select all
%GDK_WIN%\bin\make -f %GDK_WIN%\makelib.gen
- Mon Sep 19, 2016 2:51 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 10740
Re: Troubles with sprites (new version SGDK)
SPR_addSprite returns a pointer, so define sprites as
Sprite *sprites[2];
Then when passing sprites don't use a reference since it is already a pointer.
SPR_setAnim(sprites[0], ANIM_LOGO);
Sprite *sprites[2];
Then when passing sprites don't use a reference since it is already a pointer.
SPR_setAnim(sprites[0], ANIM_LOGO);
- Sun Sep 18, 2016 10:49 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 10740
Re: Troubles with sprites (new version SGDK)
Post code and error log?
Maybe confusing Sprite with SpriteDefinition or need to pass a reference like &mySpriteDef.
Maybe confusing Sprite with SpriteDefinition or need to pass a reference like &mySpriteDef.
- Tue May 31, 2016 3:59 pm
- Forum: SGDK
- Topic: SPR_releaseSprite breaks on large sprites
- Replies: 3
- Views: 3072
Re: SPR_releaseSprite breaks on large sprites
Great, now it works perfectly! Keeping the old libmd.a around in case I want to entertain myself again
- Sun May 29, 2016 11:08 am
- Forum: SGDK
- Topic: SPR_releaseSprite breaks on large sprites
- Replies: 3
- Views: 3072
SPR_releaseSprite breaks on large sprites
Best way to describe this is with code. // Load 2 large sprites (bigger than 4x4) Sprite *spr[2] = { SPR_addSprite(&SPR_Igor, 80, 80, TILE_ATTR(PAL2, 1, 0, 0)), SPR_addSprite(&SPR_Balfrog, 160, 80, TILE_ATTR(PAL3, 1, 0, 0)) }; // Release and re-add first one SPR_releaseSprite(spr[0]); spr[0] = SPR_a...
- Sat May 28, 2016 4:08 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1176614
Re: Sega Genesis Dev Kit (SGDK)
Certainly liking the look of the improved sprite engine! In my porting over to the new version, stumbled into this: /opt/toolchains/gen//m68k-elf/lib/libmd.a(sys_a.o): In function `SYS_hardReset': (.text+0x1c): undefined reference to `_hard_reset' collect2: error: ld returned 1 exit status Makefile:...