Search found 69 matches

by Grind
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...
by Grind
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...
by Grind
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.
by Grind
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?

ehaliewicz wrote:What you really want is some sort of profiler.
As far as I know the closest thing gennydev has to profiling is random gdb pausing and timing with Kdebug.

I hope I'm wrong though.
by Grind
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.
by Grind
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...
by Grind
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...
by Grind
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 :oops:

Not sure what else could be going wrong other than maybe the object files in libmd weren't being regenerated.
by Grind
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) :P

https://github.com/Stephane-D/SGDK/sear ... =sqrttab16

https://github.com/Stephane-D/SGDK/sear ... BIG_TABLES
by Grind
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
by Grind
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);
by Grind
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.
by Grind
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 :mrgreen:
by Grind
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...
by Grind
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:...