Search found 101 matches
- Mon Oct 26, 2015 9:15 am
- Forum: SGDK
- Topic: Play wav music and sound effect
- Replies: 19
- Views: 61498
Re: Play wav music and sound effect
Thank you both. I was thinking the xgm driver is for xgm file only :oops: And because I wish to use the loop function. But after reading your doc, I can certainly use the "SND_isPlayingPCM_XGM" function to restart the music. For playing music from SegaCd, I've found a post (I haven't saved the link)...
- Sat Oct 24, 2015 5:20 pm
- Forum: SGDK
- Topic: Play wav music and sound effect
- Replies: 19
- Views: 61498
Re: Play wav music and sound effect
Thanks I test it with Z80_DRIVER_4PCM Works well, I use a 16KHz fmusic file. So do I need to align my wav file to 256 or 128 or it's automatic ? with the app sizebnd -262144 And I have another questions. :wink: Can I create a 8MO (64Mb) rom with sgdk. The rom crash on KFusion if I create a rom large...
- Sat Oct 24, 2015 3:48 pm
- Forum: SGDK
- Topic: Play wav music and sound effect
- Replies: 19
- Views: 61498
Play wav music and sound effect
Hi, I want to play music and sound effect in my game but I'm a really bad artist (gfx or music). So I'll use wav music with loop. I've read the rescomp file and import my wav file (51 sec) after a update (8bit unsigned mono 8khz). My file size is good : 400 ko and nice when listening. I could insert...
- Fri Oct 16, 2015 8:45 am
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26552
Re: Theorical question about the sprites
Fine. I insert that in my code.
- Thu Oct 15, 2015 4:34 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26552
Re: Theorical question about the sprites
I have another problem with the Sprite list. I have a player sprite in sprites[0]. s8 Nb_Spr = 0; //global VDP_setPalette(PAL3, shmup_sprite.palette->data); SPR_initSprite(&sprites[0], &shmup_sprite, posx, posy, TILE_ATTR(PAL3, FALSE, FALSE, FALSE)); Nb_Spr++; SPR_update(sprites, Nb_Spr); //in Main ...
- Thu Oct 15, 2015 2:19 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26552
Re: Theorical question about the sprites
Great.
Merci beaucoup.
Merci beaucoup.
- Thu Oct 15, 2015 1:14 pm
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26552
Re: Theorical question about the sprites
Thanks, I'll do that. And the field for user will be certainly useful. For the sprite list and counting the max sprite on screen. If I have one 32 pixel sprite and two 48 pixel sprite. With your sdk the 48 pixel sprite is in fact two sprites : one 32 pixel + one 16 pixel. For having the good 'num' p...
- Thu Oct 15, 2015 9:18 am
- Forum: SGDK
- Topic: Theorical question about the sprites
- Replies: 45
- Views: 26552
Theorical question about the sprites
Hi, I have question about sprites list. 1) What I want to do : Have one sprite for my player and sprites for enemies. I don't know how the sprite_eng really work. I read the source and find all information about the sprites list. In code, I have two arrays : //sprite for ennemy Sprite enn_spr[ENN_MA...
- Mon Jun 29, 2015 5:37 pm
- Forum: SGDK
- Topic: max sprite per line
- Replies: 3
- Views: 2618
- Mon Jun 29, 2015 1:23 pm
- Forum: SGDK
- Topic: max sprite per line
- Replies: 3
- Views: 2618
I find the answer after 6 hours :roll: In the specification : On a scan line you can have 10 32 pixel wide sprites or 20 16 pixel wide sprites. Each sprite can only have 16 colors but they are out of the 4 different color tables. Color 0=transparent. So for 32 pix wide sprites. Only 10 sprites. OMG,...
- Mon Jun 29, 2015 12:16 pm
- Forum: SGDK
- Topic: max sprite per line
- Replies: 3
- Views: 2618
max sprite per line
Hello, I have already done tests and read some posts but I found no solutions. I want to display 20 sprites per line on each other. When I display all sprites, I have piece of spites disappear. I checked in the debugger of genskmod and all my sprites are on the screen and with the right number of ti...