EDIT 2006-03-01: screenshots updated(see also this post), new functions:
slSpriteCCalcNum, slSpriteCCalcCond, slSpriteColMode, slSpriteType, sl1MapRA, sl1MapRB, slPageRbg0, slCharRbg0, sl16MapRA, sl16MapRB
slBitMapRbg0, slInitBitMap, slBitMapBase, slBMPalette
slLocateBitMap, slClearBitMap, slBMPset, slBMPoint, slBMBox, slBMBoxFill, slBMGet, slBMPut, slBMSprPut
EDIT 2006-03-21: new functions:
slBMCircle, slBMLine, slPrintMatrix, slLocateNbg (slLocateNbg0, slLocateNbg1, slLocateNbg2, slLocateNbg3)
slLocatePage, slExtSignal, slScrTransparent, slBackColTable, slLineColTable, slLine1ColSet
slLineColDisp, slColorCalc, slColorCalcOn, slColOffsetOn, slColOffsetOff, slColOffsetAUse, slColOffsetBUse, slColOffsetA, slColOffsetB
Hi everyone,
I've been working on a SGL replacement recently. I started with Charles MacDonalds examples which don't use any SEGA library, used portions of it in wrappers and re-implemented a subset of SGL functions.
sl16MapRA, sl16MapRB, sl1MapRA, sl1MapRB, slBack1ColSet, slBackColTable, slBitMapBase, slBitMapNbg0, slBitMapNbg1, slBitMapRbg0, slBMBox, slBMBoxFill, slBMCircle, slBMGet, slBMLine, slBMPalette, slBMPoint, slBMPset, slBMPut, slBMSprPut, slCharNbg0, slCharNbg1, slCharNbg2, slCharNbg3, slCharRbg0, slClearBitMap, slColorCalc, slColorCalcOn, slColOffsetA, slColOffsetB, slColOffsetAUse, slColOffsetBUse, slColOffsetOff, slColOffsetOn, slColRAMMode, slDispHex, slDispSprite, slDMACopy, slExtSignal, slGetHCount, slGetVCount, slInitBitMap, slInitSystem, slLine1ColSet, slLineColDisp, slLineColTable, slLocate, slLocateBitMap, slLocateNbg (slLocateNbg0, slLocateNbg1, slLocateNbg2, slLocateNbg3), slLocatePage, slMapNbg0, slMapNbg1, slMapNbg2, slMapNbg3, slPageNbg0, slPageNbg1, slPageNbg2, slPageNbg3, slPageRbg0, slPlaneNbg0, slPlaneNbg1, slPlaneNbg2, slPlaneNbg3, slPlaneRA, slPlaneRB, slPrint, slPrintFX, slPrintHex, slPrintMatrix, slPriority, slSpriteCCalcCond, slSpriteCCalcNum, slSpriteColMode, slSpriteType, slSynch, slTVOff, slTVOn, slVRAMMode, slScrAutoDisp, slScrCycleSet, slScrDisp, slScrPosNbg0, slScrPosNbg1, slScrPosNbg2, slScrPosNbg3, slScrTransparent, slZoomMode, slZoomNbg0, slZoomNbg1
It does already work with a few simple SGL games. But there's much work ahead (debugging).
I hope to be able to use it in some of my Saturn homebrew and to take advantage from the possibilities involved in the fact that the source code is available.
Website: www.rockin-b.de/saturn-sglrep.html
Please let me know what you think! And considering the fact that I'm not an expert in programing without SEGA libs, I'd welcome anyone who would like to help implementing or debugging. Actually, I expect nothing less.
Some screenshots to compare:
(with SGL) (with SGL replacement)
slSpriteCCalcNum, slSpriteCCalcCond, slSpriteColMode, slSpriteType, sl1MapRA, sl1MapRB, slPageRbg0, slCharRbg0, sl16MapRA, sl16MapRB
slBitMapRbg0, slInitBitMap, slBitMapBase, slBMPalette
slLocateBitMap, slClearBitMap, slBMPset, slBMPoint, slBMBox, slBMBoxFill, slBMGet, slBMPut, slBMSprPut
EDIT 2006-03-21: new functions:
slBMCircle, slBMLine, slPrintMatrix, slLocateNbg (slLocateNbg0, slLocateNbg1, slLocateNbg2, slLocateNbg3)
slLocatePage, slExtSignal, slScrTransparent, slBackColTable, slLineColTable, slLine1ColSet
slLineColDisp, slColorCalc, slColorCalcOn, slColOffsetOn, slColOffsetOff, slColOffsetAUse, slColOffsetBUse, slColOffsetA, slColOffsetB
Hi everyone,
I've been working on a SGL replacement recently. I started with Charles MacDonalds examples which don't use any SEGA library, used portions of it in wrappers and re-implemented a subset of SGL functions.
sl16MapRA, sl16MapRB, sl1MapRA, sl1MapRB, slBack1ColSet, slBackColTable, slBitMapBase, slBitMapNbg0, slBitMapNbg1, slBitMapRbg0, slBMBox, slBMBoxFill, slBMCircle, slBMGet, slBMLine, slBMPalette, slBMPoint, slBMPset, slBMPut, slBMSprPut, slCharNbg0, slCharNbg1, slCharNbg2, slCharNbg3, slCharRbg0, slClearBitMap, slColorCalc, slColorCalcOn, slColOffsetA, slColOffsetB, slColOffsetAUse, slColOffsetBUse, slColOffsetOff, slColOffsetOn, slColRAMMode, slDispHex, slDispSprite, slDMACopy, slExtSignal, slGetHCount, slGetVCount, slInitBitMap, slInitSystem, slLine1ColSet, slLineColDisp, slLineColTable, slLocate, slLocateBitMap, slLocateNbg (slLocateNbg0, slLocateNbg1, slLocateNbg2, slLocateNbg3), slLocatePage, slMapNbg0, slMapNbg1, slMapNbg2, slMapNbg3, slPageNbg0, slPageNbg1, slPageNbg2, slPageNbg3, slPageRbg0, slPlaneNbg0, slPlaneNbg1, slPlaneNbg2, slPlaneNbg3, slPlaneRA, slPlaneRB, slPrint, slPrintFX, slPrintHex, slPrintMatrix, slPriority, slSpriteCCalcCond, slSpriteCCalcNum, slSpriteColMode, slSpriteType, slSynch, slTVOff, slTVOn, slVRAMMode, slScrAutoDisp, slScrCycleSet, slScrDisp, slScrPosNbg0, slScrPosNbg1, slScrPosNbg2, slScrPosNbg3, slScrTransparent, slZoomMode, slZoomNbg0, slZoomNbg1
It does already work with a few simple SGL games. But there's much work ahead (debugging).
I hope to be able to use it in some of my Saturn homebrew and to take advantage from the possibilities involved in the fact that the source code is available.
Website: www.rockin-b.de/saturn-sglrep.html
Please let me know what you think! And considering the fact that I'm not an expert in programing without SEGA libs, I'd welcome anyone who would like to help implementing or debugging. Actually, I expect nothing less.
Some screenshots to compare:
(with SGL) (with SGL replacement)