Sega Genesis Dev Kit (SGDK)
Moderator: Stef
Great job Stef, thanks for it.Stef wrote:New version released !
As usual, you can download and get changelog on the SGDK project page
The man who moves a mountain begins by carrying away small stones. Confucius, 551-479 BC
			
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				letoulousain
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Thanks !Stef wrote:New version released !
As usual, you can download it and get changelog on the SGDK download page

Ahh okay I shall await the compression fix before attempting to make any further progressStef wrote:You mean the compression issue ? unfortunately not yet :-/matteus wrote:Does this version fix my issue with Rescomp?
But don't worry i definitely plan to fix it soon (it just needed more time than expected so i preferred to made a quick version before completing it).

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				Stef
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It should be fixed now, i just uploaded a new version with the fix =)matteus wrote:Ahh okay I shall await the compression fix before attempting to make any further progressStef wrote:You mean the compression issue ? unfortunately not yet :-/matteus wrote:Does this version fix my issue with Rescomp?
But don't worry i definitely plan to fix it soon (it just needed more time than expected so i preferred to made a quick version before completing it).
Unfortunately i think the RLE compression won't be really blazing fast, unpacking code can definitely be optimized !
Hi Stef,Stef wrote:It should be fixed now, i just uploaded a new version with the fix =)matteus wrote:Ahh okay I shall await the compression fix before attempting to make any further progressStef wrote: You mean the compression issue ? unfortunately not yet :-/
But don't worry i definitely plan to fix it soon (it just needed more time than expected so i preferred to made a quick version before completing it).
Unfortunately i think the RLE compression won't be really blazing fast, unpacking code can definitely be optimized !
I have upgraded but get an issue:
Code: Select all
            VDP_drawImageEx(BPLAN, img, TILE_ATTR_FULL(pal, FALSE, FALSE, FALSE, ind), 7, nextvpos + 4, TRUE, TRUE);ha-haStef wrote:Ah yeah, i had to do this to avoid a rare bug which could happen when plan A and plan B tilemap share the same address in VRAM
 I got a copy of all the frames of the thundercats intro as 16 colour png files and have attempted to put them into my player code uncompressed but they don't seem to work properly
 I got a copy of all the frames of the thundercats intro as 16 colour png files and have attempted to put them into my player code uncompressed but they don't seem to work properly  I shall post a video for you later.
 I shall post a video for you later. did you fixed your problem ?
 did you fixed your problem ? ;
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