Search found 117 matches

by Moon-Watcher
Sat Apr 02, 2016 6:18 pm
Forum: SGDK
Topic: Tiles and sprites question
Replies: 21
Views: 12486

Re: Tiles and sprites question

Avoid the compression for that image
by Moon-Watcher
Tue Feb 23, 2016 1:07 pm
Forum: Blabla
Topic: It seemed
Replies: 8
Views: 12598

Re: It seemed

Also that Sonic... hehe
by Moon-Watcher
Mon Sep 21, 2015 11:05 am
Forum: SGDK
Topic: VDP_drawText - palette index colour
Replies: 22
Views: 12057

Re: VDP_drawText - palette index colour

Font is just usual tiles. Call VDP_setTextPalette() to use another palette. Also you can change the color/s used by the font with VDP_setPaletteColor() or similar functions
by Moon-Watcher
Mon Sep 07, 2015 2:17 pm
Forum: SGDK
Topic: Project - Mega Dracula - Help / Updates
Replies: 52
Views: 23776

Re: Project - Mega Dracula - Help / Updates

if (Dead == 0) { VDP_fadeOut(32, 47, 20, TRUE); if (VDP_isDoingFade == FALSE) { SPR_clear(); drawnSprite = 0; SubStageInt = 2; } } if (Dead == 0) { VDP_fadeOut(32, 47, 20, FALSE); SPR_clear(); drawnSprite = 0; SubStageInt = 2; } You mean? Sync fade locks execution until it's finished
by Moon-Watcher
Wed Sep 02, 2015 7:01 pm
Forum: Demos
Topic: MD Coding compo (Ideas / Feasability)
Replies: 11
Views: 11985

Re: MD Coding compo (Ideas / Feasability)

BUMP!
by Moon-Watcher
Thu Aug 20, 2015 2:04 pm
Forum: Demos
Topic: Tro-now (BitBitJam 2015 Compo Entry)
Replies: 7
Views: 7424

NTSC/PAL @ 7MHz = no CD
NTSC/PAL @ 9MHz = CD --> Worng
by Moon-Watcher
Thu Aug 06, 2015 10:38 am
Forum: Super 32X
Topic: Anyone have a copy of snasmsh2.exe?
Replies: 4
Views: 10378

by Moon-Watcher
Tue May 12, 2015 1:04 am
Forum: SGDK
Topic: Access to tilemap data from an image resource
Replies: 1
Views: 2207

Re: Access to tilemap data from an image resource

BroOfTheSun wrote:I can write a struct that has the locations for collision blocks, but isn't that duplicating data?
One way or another you have to define which of those tiles are blocks. The tilemap doesn't store that info.
by Moon-Watcher
Tue Apr 14, 2015 10:35 pm
Forum: Demos
Topic: Alex kidd in Miracle World SMS to Genesis/Megadrive port
Replies: 42
Views: 40881

oofwill wrote:is there any recomandation to use the sprite engine?
Take a look at BugHunt code. It uses the SGDK sprite engine flawessly http://bughunt.nolddor.ovh/
by Moon-Watcher
Thu Apr 09, 2015 3:06 pm
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 110
Views: 134748

Thanks, Zontar. Wish I had more knowledge about C++, linkers, toolchains and all these stuff.

I also tryed it in Debian 6 and 7 got the same error. Fedora didn't build it.
by Moon-Watcher
Mon Mar 30, 2015 10:01 pm
Forum: Tools
Topic: Update your Genesis/32X Toolchain!
Replies: 110
Views: 134748

I used noname22's script it and got this error building the MD TicTacToe on C++ t800@cabronazo:~/Escritorio/TicTacToe/C++/MD$ make -f Makefile m68k-elf-g++ -T /opt/toolchains/gen/ldscripts/md.ld -Wl,-Map=output.map -nostdlib -ffreestanding -fno-rtti crt0.o crtstuff.o main.o hw_md.o font.o -L/opt/too...
by Moon-Watcher
Wed Feb 11, 2015 9:59 am
Forum: Demos
Topic: Bug Hunt for Sega Genesis / Megadrive
Replies: 11
Views: 14513

Thank you for the feedbacks, folks! :D
by Moon-Watcher
Thu Feb 05, 2015 11:45 am
Forum: Demos
Topic: Bug Hunt for Sega Genesis / Megadrive
Replies: 11
Views: 14513

KanedaFr wrote:So...someone beat my awesome score ? ;)

thanks Moon and Nolddor for the gift ;)
I beat it once!

Think it was mandatory, thanks for your help :D
by Moon-Watcher
Sat Jan 31, 2015 1:05 pm
Forum: Demos
Topic: Bug Hunt for Sega Genesis / Megadrive
Replies: 11
Views: 14513

Bug Hunt for Sega Genesis / Megadrive

Hi folks We are releasing today a new game for our beloved 16-bit system. Thankfully we received lots help and so first of all I would like to send greetings and thanks go to all people helped us: · KanedaFr, bug slayer, saviour and french translation · Chilly Willy, device support · John Bell, orig...
by Moon-Watcher
Mon Dec 22, 2014 5:16 pm
Forum: SGDK
Topic: Multisprites ?
Replies: 29
Views: 20466

I experienced slowdowns (40 simultaneous sprites) only when transferring lots of tiles to the VRAM at the same time. I decided lowering the refresh rate and to give the sprites fixed positions instead using automatic location. It worked for me :)

I also think a Shinobi port is quite posible