Search found 101 matches
- Mon Jun 19, 2017 6:29 am
- Forum: SGDK
- Topic: Change only tile palette
- Replies: 4
- Views: 3660
Re: Change only tile palette
You can't save cpu time like that, it's a word VRAM write no matter what. If you only passed the palette, the function would have to read the word, change those bits, and write it back - being more than 2x slower. Ok, it's logical. I think of that because I also need to change priority. But VDP_set...
- Sun Jun 18, 2017 4:40 pm
- Forum: SGDK
- Topic: Change only tile palette
- Replies: 4
- Views: 3660
Change only tile palette
I wish to change ingame the palette of tiles (planA / PlanB) for showing part of picture. I have one palette with the good color and one black to hide multiple parts of the picture. (never at the same place). So I can only use 2 palettes because I need the others for sprites. And I'll do that with v...
- Fri May 19, 2017 6:51 am
- Forum: Collaboration
- Topic: My mate is producing a musicdisk
- Replies: 5
- Views: 10719
Re: My mate is producing a musicdisk
? What do you mean by musicdisk ? A rom cartridge working on console, A sega-CD or maybe a real music CD/Vinyl ?
- Wed Feb 01, 2017 8:12 am
- Forum: Demos
- Topic: Z-team - Unofficial Port - Ocean Beach Volley, Barbarian (Psygnosis), IK +, ROx Zero
- Replies: 6
- Views: 10650
Re: Z-team - Unofficial Port - Ocean Beach Volley, Barbarian (Psygnosis), IK +, ROx Zero
Great work. I love the atari st and his wonderful graph.
The palette of ROx Zero is wonderful.
Barbarian was one of my first game on atari ST.
The palette of ROx Zero is wonderful.
Barbarian was one of my first game on atari ST.
- Mon Nov 21, 2016 8:15 am
- Forum: Hardware
- Topic: Cross Products MegaCD Development Kit in action
- Replies: 2
- Views: 8040
Re: Cross Products MegaCD Development Kit in action
Very interesting
- Sat Sep 10, 2016 6:31 am
- Forum: Demos
- Topic: Z-team First release - Unofficial Port Return to Genesis
- Replies: 6
- Views: 5416
Re: Z-team First release - Unofficial Port Return to Genesis
Really nice, I love atari/amiga things.
Thanks for the source.
Thanks for the source.
- Sun Jul 31, 2016 2:36 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 10760
Re: Troubles with sprites (new version SGDK)
Reading your code, I realized one thing. There is an issue in the new version of sgdk, Stef will look at it. The sprite engine have some problems when you use meta-sprite outside of the screen. you init your sprite at 350. So, you can add this : sprites[0] = SPR_addSprite( &ufo , 350, 0, TILE_ATTR(P...
- Wed Jul 06, 2016 2:32 pm
- Forum: Demos
- Topic: Pingouin Bleu + Source
- Replies: 15
- Views: 19938
Re: Pingouin Bleu + Source
I must have it, I'll put on dropbox
hop: https://dl.dropboxusercontent.com/u/274 ... .1.0.0.zip
Tu me diras si c'est bon.
hop: https://dl.dropboxusercontent.com/u/274 ... .1.0.0.zip
Tu me diras si c'est bon.
- Mon Jun 27, 2016 1:08 pm
- Forum: Demos
- Topic: I need coder for my game.
- Replies: 8
- Views: 6465
Re: I need coder for my game.
One day, I'll find time to make game on atari XL. Need to learn, need to create.
- Sun Jun 26, 2016 7:03 am
- Forum: SGDK
- Topic: Problem change sprite size in game
- Replies: 10
- Views: 6029
Re: Problem change sprite size in game
Thanks, I'll use that.
- Sat Jun 25, 2016 2:00 pm
- Forum: SGDK
- Topic: Problem change sprite size in game
- Replies: 10
- Views: 6029
Re: Problem change sprite size in game
No, I mean that it was flipped partially out screen then later it showed incorrectly flipped feet. I only use the debug to test the value. I move down the sprite of sonic, use "SPR_setHFlip(sprites[0], TRUE);" to flip and move up the sprite : http://i35.servimg.com/u/f35/18/89/68/64/flip0110.png SPR...
- Sat Jun 25, 2016 10:02 am
- Forum: SGDK
- Topic: Problem change sprite size in game
- Replies: 10
- Views: 6029
Re: Problem change sprite size in game
I have a question about the spriteengine. I never test it with the old version, maybe it's normal and I need to test with my code. I have a metasprite. I use SPRITE player_sprite "sprite/player.png" 4 8 FAST 5 So I have one sprite (32*64pixels) in my sprites array at value 0 equal sprite number 0 an...
- Sat Jun 25, 2016 8:29 am
- Forum: Demos
- Topic: I need coder for my game.
- Replies: 8
- Views: 6465
Re: I need coder for my game.
Love the graphics and atari 800 xl is the best computer
- Mon Jun 20, 2016 8:36 am
- Forum: SGDK
- Topic: Garbled GFX when I add sprite
- Replies: 10
- Views: 7224
Re: Garbled GFX when I add sprite
I don't know if you post in the wrong place :mrgreen: But for your gfx problem. You have by default a plan size of 64 tiles. So your picture must be 64 tiles * 8 pixels = 512 pixels width. So the last pixel will be drawn at the beginning of your plan over the existing image. You're picture size is 8...
- Sun Jun 19, 2016 2:13 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1179558
Re: Sega Genesis Dev Kit (SGDK)
I test again and this time directly from the sample sprite whitout changing anything and I always have the same glitch when fading in the top of the screen. If I increase the value of frame of duration fading, it's more visible. I'll try too with async value (false/true) VDP_fadeIn(0, (4 * 16) - 1, ...