Search found 3131 matches
- Tue Feb 09, 2021 2:23 pm
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 27689
Re: Some questions about SGDK
Doing that will force to wait for a complete frame (wait for vblank and doing attached vblank process). It does not guarantee though that after the call you are not in vblank anymore, if the process are shorter than vblank period (and it's likely to happen) then you will be still in vblank after the...
- Mon Feb 08, 2021 11:26 pm
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 27689
Re: Some questions about SGDK
What about using (posx + 4) >> 3, so it will indeed round the tile position. Then what about just testing multiple tile position, for collision you may need kind of bounding box collision type so it actually touch several tiles at once. (posx + 8) >> 3 for maxX and (posx - 8) >> 3 for minX , it's ju...
Re: DMA DEI
Indeed, Gens only implemented what was used by 32X and honestly not much was used so the Gens SH-2 core is pretty incomplete on IO side !
- Fri Feb 05, 2021 1:20 pm
- Forum: SGDK
- Topic: Get Tile Index of background specific position (X, Y)
- Replies: 6
- Views: 14293
Re: Get Tile Index of background specific position (X, Y)
Indeed, but you need to use the MAP resource for that
It's also why i said "usually you should have it in RAM or ROM as you initially set it yourself", normally you almost never need to directly read the VRAM to retrieve tilemap data value.
It's also why i said "usually you should have it in RAM or ROM as you initially set it yourself", normally you almost never need to directly read the VRAM to retrieve tilemap data value.
- Fri Feb 05, 2021 1:18 pm
- Forum: Megadrive/Genesis
- Topic: VDP Interrupt Processing
- Replies: 3
- Views: 9861
Re: VDP Interrupt Processing
Yeah, that is how it works
- Thu Feb 04, 2021 10:15 am
- Forum: Megadrive/Genesis
- Topic: VDP Interrupt Processing
- Replies: 3
- Views: 9861
Re: VDP Interrupt Processing
As long as M68K CPU acknowledge them.. if it doesn't then they remain pending indefinitely.
I don't think we can cancel them from VDP side.
I don't think we can cancel them from VDP side.
- Thu Feb 04, 2021 10:14 am
- Forum: SGDK
- Topic: Get Tile Index of background specific position (X, Y)
- Replies: 6
- Views: 14293
Re: Get Tile Index of background specific position (X, Y)
Indeed there is no VDP_getTileMapXY(..) function ins SGDK. The reason of that is that it's somehow slow to retrieve tile index reading VRAM, usually you should have it in RAM or ROM as you initially set it yourself :) But i admit that in some situation it can be handy to directly get it from VRAM (a...
- Thu Feb 04, 2021 10:11 am
- Forum: SGDK
- Topic: Display a variable on the screen[resolved]
- Replies: 4
- Views: 8853
Re: Display a variable on the screen[resolved]
Yeah GEns Kmod debugging is really more convenient than trying to display value on screen.
Don't forget to enable active debug feature in Gens KMod otherwise message logging won't work !
Don't forget to enable active debug feature in Gens KMod otherwise message logging won't work !
- Thu Feb 04, 2021 10:10 am
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 27689
Re: Some questions about SGDK
Hi Izidor, You have a small sample in SGDK folder called "sprite" (now called "sonic" on github) which demonstrate how to deal with all of these :) Map scrolling, how camera position is computed from main player sprite position, then how sprites are positions are put relative to this camera position...
- Mon Jan 25, 2021 1:12 pm
- Forum: SGDK
- Topic: Writing multiple VSRAM values per scanline
- Replies: 3
- Views: 9327
Re: Writing multiple VSRAM values per scanline
Well done, very nice trick to do animated reflection
How much of the VSRAM table you transfer per line ? here you don't need to transfer the whole table (and i guess that's not possible) ?
How much of the VSRAM table you transfer per line ? here you don't need to transfer the whole table (and i guess that's not possible) ?
- Fri Jan 01, 2021 9:51 pm
- Forum: SGDK
- Topic: Screen wobble SGDK sample
- Replies: 5
- Views: 12556
Re: Screen wobble SGDK sample
Thanks for the kind words! Of course you can use it if you like, I'd love to see it as an SGDK default sample. Thanks ! i will probably add it soon then :D I may eventually add some comments here and there (I saw you used low level sprite API for instance) Speaking of hint callback :), I noticed th...
- Wed Dec 30, 2020 9:47 pm
- Forum: SGDK
- Topic: Screen wobble SGDK sample
- Replies: 5
- Views: 12556
Re: Screen wobble SGDK sample
The effect looks gorgeous ! well done ! And the settings menu is really nicely done too. Can i eventually use it as default sample ? that is the kind of sample i always wanted to do but never spent time for that. Of course you will be credited for that :) Also it's good that you made it for SGDK 1.6...
- Thu Dec 03, 2020 10:57 pm
- Forum: SGDK
- Topic: Sega Genesis Dev Kit (SGDK)
- Replies: 852
- Views: 1223168
- Fri Nov 13, 2020 1:15 pm
- Forum: SGDK
- Topic: Play wav music and sound effect
- Replies: 19
- Views: 70077
Re: Play wav music and sound effect
Yeah of course you can, you just need a 8 MB ROM cart for that and it is not recommended to use flat mapping as it eats extension memory space but if don't care about it...
- Tue Oct 13, 2020 8:17 am
- Forum: Megadrive/Genesis
- Topic: Good emulator for a newb wanting to make emulation modifications?
- Replies: 2
- Views: 6984
Re: Good emulator for a newb wanting to make emulation modifications?
DGen ??? Maybe you're speaking about a newer version than the one i know as it was both *very inaccurate* and the sources definitely not nice imo.
I would have recommended Genesis Plus instead but maybe what you meant is than DGen is probably easier to understand and get compiled.
I would have recommended Genesis Plus instead but maybe what you meant is than DGen is probably easier to understand and get compiled.