Search found 237 matches
- Sun Oct 19, 2014 3:28 pm
- Forum: SGDK
- Topic: Is decent quality BGM possible with SFX in SGDK?
- Replies: 16
- Views: 8834
My z80 skillz are lower. Lol. I think having to reserve the PSG for SFX if that is what you choose (or FM channel 6) is a completely reasonable restriction. I see two use cases for a VGM driver that are somewhat incompatible. In one case, the VGM driver attempts to play existing random VGM rips as i...
- Sat Oct 18, 2014 5:15 pm
- Forum: SGDK
- Topic: Is decent quality BGM possible with SFX in SGDK?
- Replies: 16
- Views: 8834
I'll be excited to see a much more feature rich VGM driver, Stef. I agree that limiting compatibility a bit with all the existing vgm files out there is probably the right way to go in order to make a z80 driver that can do all what we want. The existing vgm driver will allow FM music and PCM (sound...
- Wed Sep 24, 2014 10:10 pm
- Forum: Tools
- Topic: SGDK Development Vagrantfile
- Replies: 13
- Views: 10290
- Tue Sep 02, 2014 10:44 pm
- Forum: Sound
- Topic: z80 vgm player
- Replies: 34
- Views: 45116
As far as having a pause before stopping, this is likely due to how the VGM spec does waits, plus some optimization I had to do to get everything working working quickly enough on the z80. The wait times are potential times I may need to feed PCM data, in order to have this go smoothly, I skip check...
- Tue Sep 02, 2014 10:27 pm
- Forum: Tools
- Topic: 3D format conversion
- Replies: 9
- Views: 10811
I've updated the obj2mesh.py tool (same link) to support more from the Wavefront format. This should now handle files created by more tools (tested with Wings3d) and support polygons with more than three points. Currently I am not limiting the number of vertices, which I should since the engine is l...
- Fri Aug 22, 2014 7:51 pm
- Forum: Tools
- Topic: 3D format conversion
- Replies: 9
- Views: 10811
Ahh, but python works cross platform and is oh so nice to program in! AFAICT, the format requires triangles, but I'm not an expert in it by any means. I believe that the format defines coordinates in counter-clockwise fashion. Could that be why the polygon is kind of see-through when I make it solid?
- Fri Aug 22, 2014 5:01 pm
- Forum: Tools
- Topic: 3D format conversion
- Replies: 9
- Views: 10811
3D format conversion
I wrote a tool that takes wavefront .obj files and converts them into something digestable by SGDK. http://code.google.com/p/gendev/source/browse/trunk/extras/obj2mesh/obj2mesh.py # python obj2mesh.py -f afile.obj > meshs.h This works with a slightly modified cube_flat sample program from SGDK with ...
- Mon Aug 18, 2014 12:31 am
- Forum: Tools
- Topic: SGDK Development Vagrantfile
- Replies: 13
- Views: 10290
- Sun Aug 17, 2014 9:49 pm
- Forum: Tools
- Topic: SGDK Development Vagrantfile
- Replies: 13
- Views: 10290
- Sun Aug 17, 2014 9:34 pm
- Forum: Tools
- Topic: SGDK Development Vagrantfile
- Replies: 13
- Views: 10290
- Sun Aug 17, 2014 8:25 pm
- Forum: Tools
- Topic: SGDK Development Vagrantfile
- Replies: 13
- Views: 10290
SGDK Development Vagrantfile
I wrote a Vagrantfile that sets up a linux development environment with SGDK. This should allow Genesis development for any operating system that supports Vagrant. # -*- mode: ruby -*- # vi: set ft=ruby : #Vagrant::Config.run do |config| Vagrant.configure("2") do |config| # All Vagrant configuration...
- Sun Aug 17, 2014 1:34 pm
- Forum: Tools
- Topic: Propeller - An Example SGDK-Based Game Engine
- Replies: 25
- Views: 34487
I recalled that goplanes had a rotating main sprite, I thought there was a chance something like sprite transformation ( prerendering or on the fly) might be implemented in propeller. There isnt, which is kind of expected. Also, I like to see how other people implement random stuff to see if I get a...
- Sat Aug 16, 2014 11:32 pm
- Forum: UMDK
- Topic: UMDK Manufacture: who wants one?
- Replies: 170
- Views: 170140
- Sat Aug 16, 2014 1:39 pm
- Forum: UMDK
- Topic: UMDK Manufacture: who wants one?
- Replies: 170
- Views: 170140
- Fri Aug 15, 2014 5:34 pm
- Forum: Tools
- Topic: Propeller - An Example SGDK-Based Game Engine
- Replies: 25
- Views: 34487
For starters, I remember you mentioning that you had a method to generate cos tables. Also, I had been skimming some articles about raster transformations ( http://www.catalase.com/optrot3d.htm ) and was curious if something along these lines have been implemented for 2d sprite rotation, seeing how ...