Search found 43 matches

by ehaliewicz
Mon Sep 10, 2018 6:06 pm
Forum: Tools
Topic: Beehive - a Mega Drive tile and map editor
Replies: 27
Views: 9730

Re: Beehive - a Mega Drive tile and map editor

I use GIMP for most of my work. Do: Image -> Mode -> Indexed... set it to 16 colours, and export as BMP. [s]Yeah, this is exactly what i'm doing and with no success, I might update GIMP and see if the bewer version works.[/s] Nevermind! Turns out GIMP doesn't like giving indexed palettes to RGB ima...
by ehaliewicz
Thu May 24, 2018 6:28 pm
Forum: Super 32X
Topic: Glide 32X
Replies: 8
Views: 2638

Re: Glide 32X

Note that it's possible the slow down comes from elsewhere, e.g. screwing up how you're doing the pixel writes to the framebuffer. So you need to check out that stuff first if you ever want to try again. I remember writing a sprite blitting engine for the 32X once that I think was severely bottlene...
by ehaliewicz
Sun Apr 16, 2017 3:29 am
Forum: Demos
Topic: OVERDRIVE II
Replies: 29
Views: 4584

Re: OVERDRIVE II

Crazy good work, wanna give us a hint on how the transparency was done?
by ehaliewicz
Sun Mar 12, 2017 8:55 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 360
Views: 107805

Re: wolfenstein demo for sega genesis

The rotation would completely negate any advantage, not to mention that the scaling would already prevent you from manipulating multiple pixels at once like that. If you want a suggestion, arrange the tiles in the same order as for sprites (i.e. first vertical then horizontal). This will guarantee ...
by ehaliewicz
Wed Mar 08, 2017 7:43 pm
Forum: Demos
Topic: wolfenstein demo for sega genesis
Replies: 360
Views: 107805

Re: wolfenstein demo for sega genesis

Can anybody explain the method this game uses for drawing columns? I'm working on a demo that draws columns but I would like to rotate my buffer in software from row to column order (to allow fast drawing of vertical columns by writing multiple pixels at once), and I had the idea that this demo achi...
by ehaliewicz
Tue Oct 04, 2016 7:05 pm
Forum: Tools
Topic: 68000 instruction timing from source?
Replies: 14
Views: 1819

Re: 68000 instruction timing from source?

What you really want is some sort of profiler.
by ehaliewicz
Wed Jul 27, 2016 7:07 am
Forum: Demos
Topic: Malabars Bumper (demo by Resistance)
Replies: 6
Views: 1842

Re: Malabars Bumper (demo by Resistance)

Yup, sorry about Gens :( As said in the http://www.pouet.net/prod_nfo.php?which=67778 , http://www.astrofra.com/posts/misc/2016-07-24_091413.jpg we stumbled on several issues with Gens, especially regarding the audio that could not replay the PCM tracks at the proper speed :/ Kega Fusion, Exodus an...
by ehaliewicz
Fri Jul 01, 2016 6:00 pm
Forum: SGDK
Topic: What do you use for sorting?
Replies: 15
Views: 2260

Re: What do you use for sorting?

For small lists of objects that don't move position often, insertion sort is probably the algorithm you want.

Edit: actually read the whole thread, nevermind
by ehaliewicz
Thu Mar 31, 2016 6:06 pm
Forum: Tools
Topic: Sozobon source code changes?
Replies: 17
Views: 2703

Re: Sozobon source code changes?

neozeed wrote:
ehaliewicz wrote:Do you specifically need a C compiler or just runtime code generation of some sort?

I wanted a tiny and portable c compiler (linker and assembler ).

I may just give up, or start debugging.
Or write your own :D
by ehaliewicz
Wed Mar 30, 2016 8:25 pm
Forum: SGDK
Topic: Raster Effect with Gendev ( SGDK)
Replies: 26
Views: 6424

Re: Raster Effect with Gendev ( SGDK)

alko wrote:
alko wrote:Shalom.

Please show me the complete source code of this effect (vertical scaling).
:oops: It is even possible to implement by means of SGDK?
What are you trying to do? Scaling sprites vertically?

Edit: nevermind, read the first page of the thread
by ehaliewicz
Tue Mar 29, 2016 10:40 pm
Forum: Tools
Topic: Sozobon source code changes?
Replies: 17
Views: 2703

Re: Sozobon source code changes?

Do you specifically need a C compiler or just runtime code generation of some sort?
by ehaliewicz
Wed Mar 02, 2016 9:13 pm
Forum: SGDK
Topic: C optimizations
Replies: 20
Views: 3617

Re: C optimizations

cero wrote:OP: Port the cpu-heavy parts to your host machine and profile there, with the superior tools available.
You'll want to be careful with this idea. Modern CPUs are very different from something like the 68k, and what works well on one might not work well on another.
by ehaliewicz
Tue Feb 09, 2016 8:52 pm
Forum: SGDK
Topic: Is it possible to 'scale' sprites?
Replies: 25
Views: 4931

Re: Is it possible to 'scale' sprites?

Manveru wrote:f the console sprites did not save 2 colors per byte, it will be a lot faster.
Agreed. I converted to bytes before rotating, which definitely incurs a large performance hit, but manipulating nibbles probably wouldn't have astounding performance either.
by ehaliewicz
Fri Feb 05, 2016 5:41 pm
Forum: SGDK
Topic: Is it possible to 'scale' sprites?
Replies: 25
Views: 4931

Re: Is it possible to 'scale' sprites?

I don't know if this is what you are asking for, but you can try. I did and i have good results, but slow if you update it every frame: http://www.drdobbs.com/architecture-and-design/fast-bitmap-rotation-and-scaling/184416337 I've also used this technique. If I remember correctly, it would instantl...