Sorry, I forgot there were many developers on this forum and tried to dumb down my explanations. There is not enough VRAM available to cover this scenario. This actually was the first issue I had when attempting an undo feature. For now, I only see the possibility to reduce canvas (which I don't wa...
> User would have to consider these 2 layers constantly and tools would need to react considering both too. This would be too difficult to comprehend. I don't mean to argue, but as a programmer I'm thinking about how to solve this problem. If you have enough VRAM and RAM for a bitmap for both layers...
I realized I haven't posted this here until now. For the last 2 years off and on I've been working on a couple versions of a 2.5/3D engine for megadrive/genesis. It supports arbitrary wall angles, different floor and ceiling heights, moving floors and ceilings, textured walls, sector light levels, a...
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...
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...
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 ...
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...
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...