Originally posted by Edge-`@Nov 19, 2003 @ 08:37 PM
I may be switching from Genesis Development to Saturn Dev. soon , maybe in time for the next contest... but not sure yet. Genesis has its charm... and lack of higher level programming libraries .
Originally posted by slinga+Nov 20, 2003 @ 03:58 PM-->QUOTE(slinga @ Nov 20, 2003 @ 03:58 PM)I highly doubt that the people here program for the saturn because they want a prize. I think the thrill of the last contest was not the idea of prize, but because there were a number of people entering.[/b]
Originally posted by slinga@Nov 20, 2003 @ 03:58 PM
As far as making excuses? I know your fairly new to saturn programming, but as I'm sure you've already found out, it takes FOREVER to program something for the saturn. From setting up the dev environment, to finding the functions you need from the shoddy documentation, to compiling and making an iso, and then testing on a incomplete emulator, it takes a lot of time.
Originally posted by slinga@Nov 20, 2003 @ 03:58 PM
But on the plus side, the more people who are actively programming, it'll become easier to dev.
@Nov 20, 2003 @ 03:58 PM
Another question, SGL = Saturn's 3d Library, so what's it's 2D library, SBL?
The Sega Basic Library (SBL) is a low-level library which can be
applied to many uses. This library enabled developers the
flexibility they needed to create their own customized
applications. However, past versions of SBL were not helpful for
the development of 3D graphics-based software.
The Sega Game Library (SGL) is a high-level library which can be
used mainly for 3D graphics applications. However, depending on
the application, the developers are forced to deal with many of
its restrictions.
The objective of SBL6.0 is to integrate the positive aspects of
both libraries. SBL6.0 provides developers the flexibility of
customizing their applications as with the old SBL, along with
taking advantage of the benefits provided by the expanded features
ported from SGL.
Originally posted by vreuzon@Nov 21, 2003 @ 02:23 PM
I still have problem with sprites and SGL each time I add some new sprites. I can't understand why it perfectly works on satourne, and displays nothing then freezes on the real saturn (I guess there is something I still don't uderstand...). Some comments in rockin'B source codes shows I'm not the only one to face this kind of problem.
So then, are you using the new kpit compiler or the old one?