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kakoeimonLe 12/09/2021 à 17:57
Thanks MegaShocked.
Maybe the whole thing came out wrong cause I failed to understand how to add graphics in NGDevKit or cause I ignored DATLib all together as it is closed source and I felt not safe to work with it.
Also the license of NGDevKit LGPL3 was something I did not like. I do not know if it is realy a problem.

What made NGDK a good choice for me was the way you compile your resources and the design of the actual SDK.

In NGDK you have a rescompile.txt were you name your resources and compile.bat --res takes care to add the graphics in the roms. Also the whole thing of the SDK (framework?) falls down to a simple Sprite Array that made sense to me cause NeoGeo in graphics is just that. What I relly wanted was a little bit higher abstraction from the actual machine cause learning all this stuff of the hardware to be able to just move a sprite was too frustating to me.

In other words NGDK have a lower entry level, so I do not have to know exacly where the sprites are stored in the rom, neither why we use ssideki.zip. etc.

That's why I was compaining in blastar's NGFX SoundBuilder thread of this forum. Cause ssideki had 2mb for samples and I was making 4mb and 8mb v1 for samples.

With NGDK and NGFX SoundBuilder we have easy tools to make games for the NeoGeo.

I am not saying that those are the best tools but the eisiest.

P.S. NGFX is closed source too, but in the user's code is much less and probably can be replaced easily.

P.S. I hi-jacked the thread of my game... how cool is that?