Hi. For some reason, adding sprites isn't working. Up until I made changes to main.c, it worked fine displaying the sprites from the demo. When l I made the final change which was to main.c, although it compiles without errors, the sprites no longer rendered and instead, some text appeared saying: "SPR_SetPal 16 ♡ 256 > 255 272".
@omarelsayed757710 күн бұрын
Okay, I realized this was because I added to much colors to the palette. I reduced it to 15, and no longer get that error. However, now some sprites, including the one I added, have their palettes altered and look corrupted.
@omarelsayed757710 күн бұрын
Okay, now, all the original sprites are working fine, but my added sprite has the color palette of Rick, for some reason.
@RetroCGameProgramming10 күн бұрын
@@omarelsayed7577 Hi, I think you are just passing the colours to the wrong places. SPR_SetPaletteRange is for working with 256 colour sprites and SPR_SetPalette16 for working with 16 colour. It sounds like you might be overwriting palettes . The Error code is because the Colour StartID+your colour count exceeded 256 colours. If you checkout the SPR_SetPaletteRange function in SpriteManager.c you can see the ErrorTrap function being called if you exceed the colour limit of 256 colours. You may be over writing palette colours or sending them to the wrong locations :). I often can have issues when working with 256 colour sprites. Its best to keep a textfile with the ranges they use to hand. And to also enable you to count colours ranges that way. Hope this helps.
@RetroCGameProgramming10 күн бұрын
Also if working with 256 colour sprites, each byte in their data is linked to the palette of 256 colours. So if you change some colours or move them, then their data will no longer point to the correct colours. This could be the issue you are having. In this case you just need to recreate them with the DS2Tile converter, using the correct colour ranges after that, their colours should be all good again. Just make sure you record where their colour ranges should be, so you can easily change just those colours in the future. For Example you could set aside 64 colours, just for a games enemies from 64 to 95. When you export your graphics, make sure you have 64 as the starting colour, in the colour start box and also ingnore colour 0 from you palette of colours - if you dont need the transparency colour at the start of your colour palette that is. Again hope this helps. If you hover your mouse over the icons in the DS2Tile graphics converter some text will appear that gives some info. And the 3 text boxes are the tile size and the last box is the colour start number, to base your tile data from. So if you put a start of 64, then actual colour 0 in your image, would be output as 64 then image colour 1 would be 65 and so on.
@omarelsayed75778 күн бұрын
@RetroCGameProgramming Thanks for the reply. I use wingrit to generate tile data and palette data code for my sprites. I think the main problem I'm facing now, is the definition of the tile ID start, and the palette color start, which I don't really understand how to fix. I tried a lot of configurations, but I can't seem to get it to work. Is there a way I can send you my gfxDefines.h, or if you know anyone that can help?
@televisionuser715420 күн бұрын
Thanks for these videos. This one helped me figure out an issue I had with compiling for GBC. 😎
@Gossnet28 күн бұрын
Can I ask you to show how to add a save game function to a GB game and how to modify your Makefile to do it? I've been struggling with this for some time, and your tutorial would be really helpful. Thank you.
@RetroCGameProgramming24 күн бұрын
I will look into this, in theory it should be just a case of adding a RAM bank I think. But I haven't played with these yet. I am trying to get Banked ROMs working, so I can have games larger than 32k. If I manage to get this working I will make a video.
@RetroCGameProgramming23 күн бұрын
OK, just found a tutorial on it which looks like it should work. Can't test it myself at the moment as my battery in my EZ Flash Junior is flat. The site is laroldsretrogameyard.com/tutorials/gb/how-to-save-data-in-game-boy-games/ I had a quick read through and also have downloaded the code example from github. In his makefile he shows the correct flags for battery backed RAM. Let me know if this worked for you? As I haven't made a game for the Gameboy that justifies saving stuff yet. It should just be creating a struct with key game details in, like Level,Score,Lives and saving that to a battery backed RAM struct. Then checking if there are any saves available and reloading the details from a struct back into the game variables. But I haven't tried that. Hope the link helps
@RetroCGameProgrammingАй бұрын
Sorry about the comments being off. They are back on now, so if you have any questions then you can now ask them and I will get back to you when i am next on.
@Chippotato-l7yАй бұрын
thx mate much but I could not find the sh-elf file
@RetroCGameProgrammingАй бұрын
Hi, yeah I don't have the file either on my Linux machines, might be something just for pre build. Did everything build for you? Not sure if it is some file from the github site that is delete later on or something. If not let me know where you got up to and I will try and go through it again on my machine, and see how it goes.
@Chippotato-l7yАй бұрын
@RetroCGameProgramming yeah all builded right I found the fix thx for everything
@peggel1394Ай бұрын
Very nice work. Thank You. My favorite console is the Sega Dreamcast. Game Programming in C++ with CodeBlocks on KalitiOS . Maybe you want to take a look at this console. For Programming there is a precompiled Version DreamSDK, that makes it easier.
@NoncommercialNonsensicalMusicАй бұрын
Hey, thanks for the tutorial ! I'm stuck at 10:00 : when you say to click on the Release button, I don't have it on my end. What needs to be done to activate the "add file to active project in build targets" ?
@RetroCGameProgrammingАй бұрын
Hi, sorry about the late reply. If you haven't got this working yet, then I think what you need to do is re create the template. What has happened is that, you most likely forgot to tick the 'Create Release configuration' tickbox. This is at 07:28. In my case this was already ticked, but that may not be the case for you. Also make sure the 'Output dir:' and 'Objects output dir:' look like they do in the video at this point. I believe this would sort you out there. Although you maybe able to still build everything, without the release build configuration. As the project is being build from a makefile and not using normal windows paths. I hope this helps.
@lucivando1980Ай бұрын
Show.
@lucivando19802 ай бұрын
Show.
@lucivando19802 ай бұрын
Show, I like it...
@lucivando19802 ай бұрын
Show. I like it...
@lucivando19802 ай бұрын
Show
@lucivando19802 ай бұрын
Show
@PanosGeorgiadis2 ай бұрын
very nice!
@RetroCGameProgramming2 ай бұрын
Thanks, I hope it was useful.
@lucivando19802 ай бұрын
Show
@RetroCGameProgramming2 ай бұрын
Thanks
@lucivando19802 ай бұрын
Muito bom, continue sempre assim, professor...
@cireza_3 ай бұрын
Good video. For information, Game Gear also supports stereo sound, which Master System doesn't. Another information that is always good to know is that despite its 10x9 resolution, it was meant to be stretched to 4/3 on the original screen. For colors, I use steps of 17, not 16. This brings us to 255 which I believe is what we want. Ending at 240 will approximate to E, not F (depending on how you convert your image to bytes afterwards...). To explain how a tile references the number of the color in the palette, I find that a simple wait to do this is to consider each line of the tile as being 4 bytes. Write these bytes vertically, and you get a tab like this : pixel number in the first line: 0 1 2 3 4 5 6 7 bytes for the first line (first 4 bytes) : 1 0 0 1 1 0 0 0 0 0 1 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 0 0 0 1 1 1 color number (read vertically) : 1 4 2 3 5 8 A C And you get this 8 times, as a tile has 8 lines of 8 pixels. So 32 bytes for a tile. I love the Game Gear's hardware :)
@cristleon1233 ай бұрын
hola, disculpa por este comentario en español, pero mira que no logro que el PVSnesLib cree el archivo de la room, seguí tal cual tu video..... pero no logro hacer que funcione. mira lo ultimo que aparece antes de arrojar el error, tal vez pudieras ayudarme DISCARD: C:\pvsneslib\pvsneslib\lib\LoROM_SlowROM/libc.obj: consoles.asm: Section ".mesen_breakpoint" was discarded. DISCARD: C:\pvsneslib\pvsneslib\lib\LoROM_SlowROM/libc.obj: sounds.asm: Section ".reg_sounds" was discarded. C:\pvsneslib\pvsneslib\lib\LoROM_SlowROM/crt0_snes.obj: crt0_snes.asm:321: FIX_REFERENCES: Reference to an unknown label "main". Make: *** [/C/pvsneslib/devkitsnes/snes_rules:164: hello_world.sfc] Error 1 te aclaro, esto no ocurre directamente desde el entorno de windows y las carpetas por defecto del PVSnesLib ocurre es con la carpeta personalizada del code blocks
@cristleon1233 ай бұрын
específicamente en el 27:29 no se porque no continua con la compilación
@tobiassuarezbancora67743 ай бұрын
Hi, excellent tutorial. I wanted to ask; is this version of Devkitpro capable to compile DPE and CFRU for gba roms?
@RetroCGameProgramming3 ай бұрын
Hi, I am afraid that I have no clue about this. I posted this question to the AI in brave browser and it mentions replacing various versions of DevkitArm to build DPE and CFRU. This is the first time I have heard of these 2 files, so I have no idea. Sorry
@SlothHuntOnYou3 ай бұрын
whell how setUp scene itself? it's possible to "wysiwyg" in gamedevelopment by using Devkitpro?
@RetroCGameProgramming3 ай бұрын
Hi, I am sorry but I am not sure what your first question is. Devkitpro is just some libraries and compilers for old retro consoles, you will still need to code in C or C++ there is no drag and drop stuff like Unity or Godot, if that is what you are asking? I will be covering most of the consoles, that Devkitpro supports in time.
@SlothHuntOnYou3 ай бұрын
@@RetroCGameProgramming yep, it's hard to start programming by using Devkitpro libraries - porting game from Unity it's possible at all?
@RetroCGameProgramming3 ай бұрын
@@SlothHuntOnYou Sorry not possible. But if you learn C then you can code on anything
@Margulan2173 ай бұрын
I save it 4 gud taims
@EleandroReis3 ай бұрын
Awesome tutorial! We need more content about retro games and how to make it so thank you so much for this class.
@RetroCGameProgramming3 ай бұрын
Thanks. I agree and I will be putting out more in the future.
@SaucyMahem4 ай бұрын
great video! after I found assembly to be somewhat intimidating, I was able to follow along with your guide for setting up PVSneslib and Code::Blocks. I grabbed a copy of your platformer code, it should be fun to experiment with. I'll be interested to see what other game design elements you demonstrate on the SNES. It might be cool to see how to have a character transition to a new screen. Or how to display a dialogue option. Well, in any case, I'm excited for the next one
@RetroCGameProgramming4 ай бұрын
Thanks. I am familiar to some degree with 6502 assembly and did think about assembly, but it is hard to form a more abstract view of code. And C provides, just enough low level access with high level abstraction. PVSneslib is great in that respect. Coding can still be painful on the SNES, you just need to remember to take small steps when coding on it, each time. I will show how to complete and progress to another level, once all the main game parts are running. As I feel it is an important thing to show. I will finish the episodes, with a game with a title screen, main game - which has fully working game states - i.e. Level Start, Game Play, Level Clear, Game Over, ect - as well as some game messages. It will then be up to the viewer, to add more levels. At the moment all the main game code is inside the actual titlescreen code. But if you look inside the Game code, you will see each sub game state is broken into their own blocks. To implement a dialogue option you would create a new state, and if it was reached then you would draw text to the HUD background layer. Sorry probably hard to explain with just text here. Maybe I will create a quick RPG after the platformer series with some dialogues options, maybe like a pokemon style like battle system could be good, but not the collecting part!
@ThiagoAraújo-v5g4 ай бұрын
oh my... how I waited for this moment! Thank you for hearing our prayers, ^^
@RetroCGameProgramming4 ай бұрын
Not a problem, I was going to create a platformer at some stage, as the SNES has some good hardware for creating nice graphics. I hope you will be able to create your own platformer, once I have finished the episodes.
@lonewolfprogrammer89324 ай бұрын
Thanks for these videos, when I tried pvsneslib it was easy to play around with the examples, but when I tried to do my own thing from scratch I couldn't figure out what to put in the makefile or what any of the GFXCONV commands meant, I looked at alot of makefiles to try and find patterns I would understand but they all looked different so I gave up, do you mention any of that somewhere in your videos? If I just understood the makefile and how to include a bunch of graphics I'd be good to go, wish it was as abstract as the SGDK include file
@ry460_4 ай бұрын
can you make a tutorial on how to install nightfox's lib and nitro-engine to devkitPro?
@RetroCGameProgramming4 ай бұрын
Hi, I am sorry but I don't use either of these. I can provide links to their github pages, which have information on installing them, but that is all. github.com/AntonioND/nitro-engine, github.com/knightfox75/nds_nflib You should be able to build both from the git sites and then just copy the libs into the porta libs folder. Then you will need to use makefiles from there examples. Again as I don't use either, I can't give any information on them. I will be covering 3D and 2D on the DS in later videos. I hope the links help.
@jaroslavnovotny34925 ай бұрын
thx so much for this interesting videos.
@ThiagoAraújo-v5g5 ай бұрын
wow! you are really doing an impressive job. I deeply appreciate you sharing your knowledge with us. I searched a lot on the topic and couldn't find anything as complete as this. please continue teaching us so that we can create our own games ^_^
@RetroCGameProgramming5 ай бұрын
Thanks. Yes there is not a lot about on the sounds and music scene. I only found out, what I know by some trial and error and by seeing the text that DIEGO LEAO, posted back in 2021.
@RetroCGameProgramming5 ай бұрын
Is there a specific type of game you would like help with? As I can create a video for that to help. But it can't be a mode7 thing, as I have not done anything with that I am afraid. If it is a 2d platformer or shootem up, then I should be able to make a video to help?
@ThiagoAraújo-v5g5 ай бұрын
@@RetroCGameProgramming Man... Thank you very much for paying attention to us! I've always liked fighting games and 2d platformers, it would be amazing to do something along those lines. Surely, many people would enjoy your classes.
@RetroCGameProgramming5 ай бұрын
@@ThiagoAraújo-v5g Ok, I will look to start a 2D Platformer on the SNES in September, as I have some that could do with a port to the SNES. How do you create your graphics for the SNES at the moment? As I have a tool that I may release if there is a need, that allows you to draw your graphics as a png then it converts it to tiles.
@ThiagoAraújo-v5g5 ай бұрын
@@RetroCGameProgramming great! Currently, I don't know anything about programming games for snes or even png to snes conversion tools. I looked at the pvsneslib examples and found them very interesting, like "slopemario" for example, but I'm still confused about how collisions with objects occur and everything in general ^^"
@fabimawn5 ай бұрын
Thanks for these tutorials! works better than just text for me!
@RetroCGameProgramming5 ай бұрын
Not a problem, It can be tricky to get started with.
@fabimawn5 ай бұрын
@@RetroCGameProgramming Haha you can say that! Spent two hours to get a custom background going. Makes me thankfull to be programming new embedded systems in C++ 17
@fabimawn5 ай бұрын
Just wanted to thank you man!!! This is my dream to make some games on the SNES that I think its vast library is still missing. I just looked trough all of the sneslib tools I got confused. Apparently just as easy as running make in the right dir haha
@RetroCGameProgramming5 ай бұрын
Hopefully my videos can help you get there. It does take time to get used to the make files, each of my tutorials tend to have slightly different makefiles. If you have any questions about stuff then just ask and I will try and give you an answer, when I next log on to check the channel. Lots of the console libraries out there, don't really have great docs, that explain how to use them, so some of the learning ends up being trial and error.
@inceptional6 ай бұрын
You certainly did your best to go through and explain everything, but my God, it's all too convoluted and complicated and just intimidating for me. Not your stuff, but the actual requirements to get all of this up and running in the first place. Until these geniuses figure out a way to make it far simpler and more intuitive just to get things installed, setup, and ready to start making SNES games for an average person like me, I fear the SNES dev scene is just never going to go anywhere fast. :-o Why can't they just make this whole SNES development kit like a single simple program you download and install like most other Windows apps. I don't get it. I don't understand why it can't at least be like say Unity to setup, which itself is still a bit convoluted and clunky but still far simpler than this imo, and ideally as simple are setting up the old GameMaker 8.1, where it was literally a single self-contained .exe that you just downloaded and ran and you were good to go. GameMaker 8.1 even had the first tutorial right there as you opened the program, which you could follow directly from inside the program very easily and intuitively and make a very basic game in literally a few mins. Why can't someone make a "SNESmaker" app that's basically that as a starting point, with the more complex stuff still there but behind the surface options for anyone who wants to access the real Assembly and so on. Sorry for moaning, but it's all just so frustrating, and I still keep waiting for this SNES development stuff to be something I personally can genuinely use. :-(
@RetroCGameProgramming5 ай бұрын
Yeah i hear you loud and clear. I remember the GameMaker tool's and still have 7 and 8.0 and 8.1 as there were good graphics editors. There is always lots to learn when coding on these old consoles and the opensource libs tend to also be poorly documented. It is like this on the more modern consoles too, having to build lots of parts before you can get anywhere and having to keep checking in the header files to try and see how the functions work. But if you can get past that install stage, and check out some of my code from the various tutorials, you should be able to get on your feet, eventually. If you have seen any of my vids on the other consoles, you will see that I am trying to create a kind of common interface of functions across all the machines I cover. This allows me to transfer code between them all quickly, so you could hopefully see some vids on the GameBoy and hopefully be able to replicate the same program on the Master System or MegaDrive / Snes. I hope to be able to kind of build a layer over the top of some of the harder things, so people can get to do some fun stuff first and then later learn - how the wrapper code works. As I wont be turning anything in to .libs, the source code will be viewable.
@CursedOneShot6 ай бұрын
Nice video
@CursedOneShot6 ай бұрын
Nice video!
@RetroCGameProgramming6 ай бұрын
Thanks
@nc0fr6 ай бұрын
Really cool and explicate video, thanks! It's fun to see people still hacking on these old hardware and how powerful they still can be
@RetroCGameProgramming6 ай бұрын
Thanks. Yeah consoles back then had real differences and their games had real differences. I think they can still create unique 2d games even today
@inceptional6 ай бұрын
Cool to see someone doing some SNES dev tutorial stuff. Much needed. If you ever want to use any of my Mode 0 shmup example stuff for your tutorials, I'd be more than happy to supply the assets. You can view some examples of this on my channel :D Note: I've not watched the whole video yet, but one thing I personally really need is some very clear and simple instructions on how to just get all the stuff installed and setup in the place to even get started with directly coding any of these things myself. I suspect that won't be here, as seems to be a common thing with any SNES development resources, but I'll watch more of your tutorial and give my input on that based on what I see. :) Edit: Looks like you've covered the setup stuff in an earlier video, which I haven't watched yet, so that's good to know. I'll give that a wee watch later and see if I'm able to follow it.
@RetroCGameProgramming6 ай бұрын
Hi and thanks for the offer. I am almost done with the SNES tutorials now, but i appreciate your offer for code. I will have a look later at your videos, as I haven't really coded any large scrolling shmups on retro consoles. I think i have covered most things with setting stuff up, the only thing I have not covered is how I actually create my own graphics and port it over. Nobody as requested a graphics converter for the 16 colour tiles, but I have a 4 colour tile converter from the GameBoy videos, which can create 4 colour tiles from standard PNGs which you can create in Libre Sprite as I do. The only thing I am yet to go over is creating music and sound effects, but i will try and create a video or two on this as it is quite involved. Getting the library working, both in windows and Linux can be hit and miss, as you rightly said. I have downloaded new versions only for it to not work at all, so always best to not remove the previous version when updating. But I suspect this is down to the old compiler not pvsneslib itself and i am sure it is tricky to work with.
@RetroCGameProgramming6 ай бұрын
Ok, I just checked out some of your Snes demos, very nice, must have taken quite some time to create. The 3d effect looks good, it is surprising what the Snes is capable of creating, but at the same time, can be quite painful to work with at times :).
@inceptional6 ай бұрын
@@RetroCGameProgramming Yeah, I can't code directly on SNES myself, but by all accounts and everything I've looked at myself, it is indeed a pain to work with right now. It definitely needs some more mature and user friendly development tools at some point imo.
@maxwelseven7 ай бұрын
OMG, a tutorial that actually made me compile this thing! Thanks!
@RetroCGameProgramming7 ай бұрын
Yeah it can be hit and miss unfortunately. And not a problem, hopefully I will be able to pass on some Snes coding info of use.
@daseinherrfrosch8 ай бұрын
Very interesting, always lovely to see the code made to run on older metal!
@RetroCGameProgramming6 ай бұрын
Thanks, is it good to be able to create stuff for them in C
@PanosGeorgiadis8 ай бұрын
Amazing content, thx for you time!
@RetroCGameProgramming8 ай бұрын
Not a problem, will have more videos coming soon
@RetroCGameProgramming8 ай бұрын
I have create a GameBoy color version of this now, check it out on Itch.io if you are interested brig78cx.itch.io/plantblitz It can be played in your browser, so you don't need to install on your actual GameBoy
@udhayy3158 ай бұрын
As a C programmer, I love these videos. Keeping uploading them!
@RetroCGameProgramming8 ай бұрын
Thanks. I have a lot more to cover in the future, but I am not sure how much more for the NES though. Is that the console you want to know the most about? As I still have the SNES to touch on yet :)
@udhayy3158 ай бұрын
@@RetroCGameProgramming No, I'm a fan of C/C++ programming and it's use in video game making. So I love the content 👍
@RetroCGameProgramming8 ай бұрын
@@udhayy315 Ok, just thought i would ask as i am always interested to see if someone has a specific console they want me to cover. Yeah I am also a fan of C/C++, but i didn't start with it, it is the most versatile I think, as it can be run on anything. As long as there is a compiler. There are always sacrifices to be made when using it on the smaller consoles, as the memory of them just can't handle the standard libraries.
@udhayy3158 ай бұрын
As a C programmer, I love these videos. Keeping uploading them
@Kamakazi_-tp2lb8 ай бұрын
damn wish I could finish this one but gotta get to work before I am late ;(
@RetroCGameProgramming8 ай бұрын
Have you watched it yet, sorry about the length of the video, was quite a bit to dive into in that one. But hopefully it will give you plenty of options when it comes to sounds and music.
@Kamakazi_-tp2lb8 ай бұрын
@@RetroCGameProgramming Yeah I finished when I got home the other day :)
@RetroCGameProgramming8 ай бұрын
@@Kamakazi_-tp2lb Happy days, just uploaded a new one and it is quite long also.
@lunexbot84378 ай бұрын
Thank you for your Master System/Game gear resources. 🙏
@RetroCGameProgramming8 ай бұрын
Not a problem. Do you own a Master System or Game Gear at all? I would be interested to know how my programs run on real hardware if you do? I have tested my Master System code on my MegaDrive, but it is still not the same as the real thing of course.
@Kamakazi_-tp2lb8 ай бұрын
That is col the demo is gonna make getting things down easier to understand, thanks for the demo and info on how it all works :), as well as the other tools and Tutorials
@Kamakazi_-tp2lb8 ай бұрын
great Episode really learned a lot from this one, looking forward to new videos as they become available. thanks so much.
@RetroCGameProgramming8 ай бұрын
Is there anything specific you would like me to cover on the MegaDrive at all? I am thinking of doing 2 videos on sound and music next as we can use the PSG chip or load .wav or .vgm music files, what do you think? I will then create a version of my new game Plant Blitz but create unique graphics for the MegaDrive.
@Kamakazi_-tp2lb8 ай бұрын
@@RetroCGameProgramming I am willimg to learn anything you are willing to teach :), Music sounds cool to me.
@RetroCGameProgramming8 ай бұрын
Happy days, although graphics are my preferred parts of a game, being able to create a sound when collecting a ring or playing some music in the background definitely makes the program feel more complete.
@RetroCGameProgramming8 ай бұрын
I think I have explained it better the Gameboy Tile streaming video. The idea behind tile streaming, is to allow for my image types to be in Tile memory at once, rather than all the frames of a characters animation strip. It also means you can keep Image Tile array data in their own arrays, and just copy parts as and when they are needed. The Master System and Game Gear tiles take up 32 bytes each, so you may have to use tile streaming wisely. Hopefully this video will give you some interesting ideas for your own games and projects.
@RetroCGameProgramming8 ай бұрын
Let me know if you have found this useful, or if this has given you an idea for a game you are planning. The idea is to allocate just a few tiles per Image, so you don't need to have all an images frames in memory, when not in use.
@Kamakazi_-tp2lb8 ай бұрын
Thanks for this video :), this is awsome, setting it up now. Once again thanks for this video :)
@RetroCGameProgramming8 ай бұрын
Not a problem, I was not sure if I should cover the Mega Drive to be honest, as i believe there are other people covering it on KZbin. However I think most people are only focused on Windows. I just need to make sure that i am up to date with SGDK now, as some of the commands have changed slightly since i used it last. Anyway, I will have 2 videos on the Mega Drive tomorrow hopefully. I have created a graphic image converter for the Mega Drive which will work just as the others i have created.
@Kamakazi_-tp2lb8 ай бұрын
@@RetroCGameProgramming I appreciate the time you have taken for doing this, as a Linux user it can be hard to find some tutorials for niche hobbies like Mega Drive dev. so again thank you. :)
@Canadianguy-jt2zx9 ай бұрын
The last bit from 10:55 shows 128 sprites not 64 as you said. Sonic is the width of the letters "MAST" and is 4 letters high as can be seen when her runs past them.So sonic is 16 sprite tiles so is the red bug. 8 big sprites made of 16 small sprites is 128 sprites on screen at once.Can you explain how you did this on the SMS which has a sprite limit of 64?
@RetroCGameProgramming9 ай бұрын
Hi it is because the sprites are in 8x16 mode, so one sprite can hold twice the amount of tiles, while still having a limit of 64. I hope that helps
@Canadianguy-jt2zx9 ай бұрын
You mean it is in zoomed mode.So it's really a doubled up 32 by 32 sprite each Sonic or bug.It looks to have more than 32 pixels though-I'll count them again my eyes are getting tricked probably.
@Kamakazi_-tp2lb9 ай бұрын
I am really excited for this episode, every time is some thing new and it just works too, anyway you could point to some tools made for Linux that allow Genesis/Mega Drive dev.. either way great content I really enjoy it.
@RetroCGameProgramming9 ай бұрын
Hi Kamakazi the tools needed for MegaDrive development on Linux is Marsdev, it allows you to use SGDK code in Linux. I don't know if you have checked out SGDK at all, but anyway MarsDev has C libraries for Linux. I have tested it before and it does work. If you have any issues with it let me know and I will look into doing an install video.
@RetroCGameProgramming9 ай бұрын
github.com/andwn/marsdev You can check out the github site here
@Kamakazi_-tp2lb9 ай бұрын
@@RetroCGameProgramming I have checked it out but the setup is confusing and after a while I just gave up on it, so I decided to learn GB and GG instead because your videos are easy to understand and follow.
@RetroCGameProgramming9 ай бұрын
Yeah there is alot there to take onboard in MarDev and little in the way of information, you would need a deep dive into the hardware first. I first started learning using SGDK on windows. If you are familiar with Virtualbox you could install a virtual windows in there and take a look at SGDK. I will cover the MegaDrive at a later date, now that I know someone is interested in that and I don't think there are any videos on coding it in Linux.
@Kamakazi_-tp2lb9 ай бұрын
@@RetroCGameProgramming that would be awsome !, I tried virtual box but it would not work for me, my computer only has 2gb ram and intergrated graphics intel I915 on a core 2 duo, but I can run most emulators like MD, Nes,Snes ect. but I am watching all the videos as It teaches me a lot more about the hardware so I thank you for your time and effort it really is appreciated.