Search found 339 matches
- Sun Jun 05, 2016 8:25 am
- Forum: Demos
- Topic: Space Hawks - Sega Megadrive unofficial port
- Replies: 15
- Views: 16854
Re: Space Hawks - Sega Megadrive unofficial port
Yes to both. However, many authors and companies won't bother to sue until the infringement turns commercial.
- Sat Jun 04, 2016 5:38 pm
- Forum: Demos
- Topic: Space Hawks - Sega Megadrive unofficial port
- Replies: 15
- Views: 16854
Re: Space Hawks - Sega Megadrive unofficial port
Any commercial use infringes, being small-scale doesn't change anything.
- Sat Jun 04, 2016 10:07 am
- Forum: Demos
- Topic: Space Hawks - Sega Megadrive unofficial port
- Replies: 15
- Views: 16854
Re: Space Hawks - Sega Megadrive unofficial port
You can't really sell it without permission, it's still under copyright, and they have an active port on Android at least.
- Thu Jun 02, 2016 11:42 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1190242
Re: Sega Genesis Dev Kit (SGDK)
Are you sure you're using the latest? It has the "xgm hang during fade" issue, which is fixed in the current sgdk.
- Mon May 30, 2016 9:41 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1190242
Re: Sega Genesis Dev Kit (SGDK)
I wondered what mkdir calls, there aren't any in the gendev skeleton makefile, but seems there are in "makefile.gen" shipped in sgdk.
- Sun May 29, 2016 7:33 pm
- Forum: SGDK
- Topic: precompiled header?
- Replies: 8
- Views: 5634
Re: precompiled header?
Perhaps you can post your project? Slow compilation could have a hundred reasons, it's unlikely yours will be similar to another's.
Of course my #1 suggestion is to use gcc from post-flood times
Of course my #1 suggestion is to use gcc from post-flood times
- Sat May 28, 2016 11:52 am
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1190242
Re: Sega Genesis Dev Kit (SGDK)
I believe the compiler can't do that because of the () parenthesis - the divide was outside of them.
- Fri May 27, 2016 8:44 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1190242
Re: Sega Genesis Dev Kit (SGDK)
I reviewed the new commits, and two things poked out: - the _hexchars should not be a pointer, but a const char []. The inner hex pointer should be const, and then the assignment wouldn't need a cast - in VDP_updateSprites: "(sizeof(VDPSprite) * num) / 2" should be "(sizeof(VDPSprite) / 2) * num" so...
- Fri May 27, 2016 8:02 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1190242
Re: Sega Genesis Dev Kit (SGDK)
The zlib declaration disappeared from tools.h, but not from src? Did you mean to remove it, or did you accidentally remove the header part?
- Fri May 27, 2016 9:17 am
- Forum: SGDK
- Topic: precompiled header?
- Replies: 8
- Views: 5634
Re: precompiled header?
C includes barely take any time, unless you have huge arrays in your headers. It's C++ with templates where PCH is useful, mostly.
- Tue May 24, 2016 5:48 pm
- Forum: SGDK
- Topic: precompiled header?
- Replies: 8
- Views: 5634
Re: precompiled header?
2.5min for a C project? That's pretty scary, I can build ffmpeg in less than a minute, and that's over a million lines of C. Assuming you're not doing a single-threaded build on a 20 year old Celeron, something's not right. I assume you can't post the code? I'd first see if particular files are slow...
- Tue May 24, 2016 3:09 pm
- Forum: SGDK
- Topic: Window Plan
- Replies: 5
- Views: 3955
Re: Window Plan
The various functions, including XY, are not set up to work with the window plane. I think there's a github issue, though Stef closed it. So to write tiles to the window plane, you have to use the more primitive functions and calculate the index yourself.
- Tue May 24, 2016 3:05 pm
- Forum: SGDK
- Topic: precompiled header?
- Replies: 8
- Views: 5634
Re: precompiled header?
What version of gcc? I doubt the old gcc 3 in the Windows binaries can make much use of precompiled headers. Also, what are you doing if C compile time is slow? The SGDK headers are so limited precompiling them won't make much of a difference. All of my sgdk projects compile in less than a second fr...
- Sat May 14, 2016 7:48 am
- Forum: Video Display Processor
- Topic: When is the collision bit cleared?
- Replies: 14
- Views: 15748
Re: When is the collision bit cleared?
Sik, can you elaborate? What's the recommended way to enable them? And do you mean the following is possible? 1. Ints are disabled just slightly too long, so the vblank period has started 2. Ints are enabled 3. The v-int happens immediately at that point (I thought it'd happen at the start of the ne...
- Fri May 13, 2016 8:24 am
- Forum: Video Display Processor
- Topic: When is the collision bit cleared?
- Replies: 14
- Views: 15748
Re: When is the collision bit cleared?
Would you know if the vblank bit also behaves like that - cleared on read? If so, it could explain my DMA issues, and would mean the SGDK waitVSync function is buggy. But would need to know exactly when it's set and when it's cleared.