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| new saturn developer |
| surixurient - Jun 19, 2014 |
| vbt | Jun 20, 2014 | ||
| welcome here surixurient ! feel free to ask questions | |||
| surixurient | Jun 20, 2014 | ||
| Thanks, vbt. my first question is if anyone has built a saturn app based on the SBL. I cant get them to run so far (the SBL samples with SaturnOrbit), just SGL works. | |||
| vbt | Jun 21, 2014 | |||
| for sbl, you need to compile/assemble strt1_g.xx & strt2_g.xx and link script looks like this :
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| surixurient | Jun 23, 2014 | ||
| thanks, vbt. ill use those. | |||
| surixurient | Jul 3, 2014 | ||
| Is there a register for cpu tick? to measure elapsed time | |||
| antime | Jul 5, 2014 | ||
| No, you have to use one of the timers. | |||
| surixurient | Jul 7, 2014 | ||
| thanks antime. on psx i used a counter in the vblank interrupt, i think ill do that. | |||
| ExCyber | Jul 7, 2014 | ||
| There isn't literally a register for the CPU tick, but ISTR that there is a "free running timer" that more or less represents the CPU clock run through a configurable divider. I don't have the manual handy (I tried to look it up, but it seems like Renesas has tossed the relevant product line down the memory hole; it doesn't even show up in the "obsolete products" search), so I'm not sure what resource to point you at exactly. | |||
| surixurient | Jul 7, 2014 | |||
Yeah i'm actually using that now. there are macros defined for it and covered in the sega basic library guide 3. | ||||
| antime | Jul 8, 2014 | |||
You can get it from my site if you need it. The "blinky" example I wrote for the SATNKernel port also shows how to configure the timer directly.... | ||||
| surixurient | Jul 9, 2014 | ||
| thanks antime. Do you guys know any practical examples of animated transparency? like for a god-ray that pulses in and out. I understand id animate the value in one of the 8 transparency banks. I was reading the technical bulletin on transparency but it was not entirely clear to me which type of sprites id use. Can i do individual sprite transparency with 4bpp or 8 bpp sprites? or do they have to be 16bpp? http://koti.kapsi.fi/~antime/sega/files/Sattechs.pdf SEGA SATURN TECHNICAL BULLETIN #SOA-7 Re: Sprite Transparency Also I'd like to have mist/fog that goes over both the backgrounds and my characters on the sprite layer, how can this be done? with half-transparency sprite mode only? Thanks | |||