Search found 710 matches
- Tue May 24, 2016 12:34 pm
- Forum: SGDK
- Topic: precompiled header?
- Replies: 8
- Views: 5528
precompiled header?
Hello! I've been wracking my brain trying to get precompiled headers to work when building an SGDK project but it doesn't seem to be making any difference in compilation time. My makefile-fu is pretty weak so I don't really know what I'm doing :) pre.h.gch : pre.h $(CC) -c pre.h -o pre.h.gch $(FLAGS...
- Sat Jan 23, 2016 1:03 am
- Forum: Blabla
- Topic: Problems accessing Spritesmind
- Replies: 19
- Views: 23391
Re: Problems accessing Spritesmind
Everything's fine from Canada!
- Sat Jan 09, 2016 2:54 am
- Forum: SGDK
- Topic: Which IDE to use?
- Replies: 17
- Views: 11687
Re: Which IDE to use?
I might try Eclipse too. Just out of interest, can games be made with SGDK that rival the performance of games made with assembly? I'm making a simple puzzler and have a basic working knowledge of C so I'll stick with SGDK but is it worth learning 68k assembly? I've yet to find a "one stop shop" tu...
- Sun Jan 03, 2016 1:02 pm
- Forum: SGDK
- Topic: Which IDE to use?
- Replies: 17
- Views: 11687
Re: Which IDE to use?
Late to the party: I use Visual Studio Community Edition. You can use the "makefile" project type. That's what I've been using lately. Set it up to point to your build/clean scripts.
- Tue Dec 22, 2015 2:15 pm
- Forum: SGDK
- Topic: Source dir organization
- Replies: 4
- Views: 3439
Re: Source dir organization
Hello! You'll have to modify the makefile. You'll need to add those extra foldres to the SRC_C variable. For example, here's what I have in the PingouinRose makefile. SRC_C= $(wildcard source/*.c) SRC_C+= $(wildcard source/exported/GGAnimations/*.c) SRC_C+= $(wildcard source/exported/maps/*.c) SRC_C...
- Sat Dec 19, 2015 1:09 pm
- Forum: SGDK
- Topic: Couldn't Allocate Heap, win32 error ...
- Replies: 22
- Views: 14874
Re: Couldn't Allocate Heap, win32 error ...
I got scared off by the instructions on how to compile GCC, so I tried something else :) Setting the compatibility mode properties for make.exe and to Windows XP (Service Pack 3) seems to fix the problem. Before setting it, I get the error every second time I compile. After I set it, I compiled over...
- Fri Dec 18, 2015 1:11 pm
- Forum: SGDK
- Topic: Couldn't Allocate Heap, win32 error ...
- Replies: 22
- Views: 14874
Re:
SGDK uses a mingw32 version of GCC, so not the cygwin distribution... When i spoke about recompilation, i meant recompiling the compiler and so GCC and binutils on windows 7. I probably compiled them on a XP platform back in time but t should not make any difference. I was thinking about looking in...
- Tue Dec 15, 2015 3:17 am
- Forum: Demos
- Topic: Pingouin Rose + Source
- Replies: 5
- Views: 9245
Re: Pingouin Rose + Source
Pingouin Rose got featured in last month's Retro Gamer!
https://twitter.com/MoonWatcherMD/statu ... 1842871296
Thanks to Mun for the heads up!
https://twitter.com/MoonWatcherMD/statu ... 1842871296
Thanks to Mun for the heads up!
- Sun Oct 25, 2015 10:09 pm
- Forum: Megadrive/Genesis
- Topic: SCUMMVM mega drive port
- Replies: 15
- Views: 9485
Re: SCUMMVM mega drive port
Taking a look at https://github.com/scummvm/scummvm will give you the best idea. I just pretty much skimmed it and saw that there's a lot of stuff there. I imagine the interpreters are relatively straightforward. It's everything else around it (graphics, sound, input, ui, os) that'll take the bulk o...
- Sat Oct 24, 2015 2:14 pm
- Forum: Megadrive/Genesis
- Topic: SCUMMVM mega drive port
- Replies: 15
- Views: 9485
Re: SCUMMVM mega drive port
There shouldn't be any problem if you decide to reverse engineer the interpreter from scratch. I wonder if there's a ScummVM virtual machine spec somewhere to start from. (EDIT: here we go: http://wiki.scummvm.org/index.php/SCUMM/Technical_Reference ) I was curious so I downloaded the ScummVM source...
- Thu Oct 15, 2015 11:48 pm
- Forum: Megadrive/Genesis
- Topic: SCUMMVM mega drive port
- Replies: 15
- Views: 9485
Re: SCUMMVM mega drive port
Don't have to support every game at first. Start with your favourite one
- Sat Oct 10, 2015 11:21 am
- Forum: SGDK
- Topic: Locking directions issue
- Replies: 4
- Views: 3006
Re: Locking directions issue
Considering that physically on a dpad you can't press both left and right, I'm not sure what the system will give you.
You could also check for button presses instead of button state. A press being a button up state on the previous frame and a button down state on the current frame.
You could also check for button presses instead of button state. A press being a button up state on the previous frame and a button down state on the current frame.
- Wed Oct 07, 2015 2:13 am
- Forum: SGDK
- Topic: Scroll map region corruption
- Replies: 5
- Views: 3619
Re: Scroll map region corruption
You can try commenting out section by section to narrow down which part is causing the problem.
By corruption, what gets affected? sprites, backgrounds or both? Are the graphics random garbage or just the wrong tiles?
Can you provide a screenshot?
By corruption, what gets affected? sprites, backgrounds or both? Are the graphics random garbage or just the wrong tiles?
Can you provide a screenshot?
- Sat Oct 03, 2015 2:46 am
- Forum: SGDK
- Topic: Testing on real hardware.
- Replies: 7
- Views: 3917
Re: Testing on real hardware.
Nothing finished. Just the demos I worked on (Goplanes, the Pingouin series, Propeller).
- Fri Oct 02, 2015 11:49 pm
- Forum: SGDK
- Topic: Testing on real hardware.
- Replies: 7
- Views: 3917
Re: Testing on real hardware.
I've used an earlier model Everdrive for Genesis and I was very happy with it. I did all my game testing on it.