Search found 2610 matches

by Stef
Sun Sep 24, 2017 9:52 am
Forum: Announcement
Topic: SegaCon 1(2017): Chaos Emeralds Party
Replies: 6
Views: 428

Re: SegaCon 1(2017): Chaos Emeralds Party

Would love kind of demo music, using best Megadrive tunes as background music in the party from time to time ;)
by Stef
Wed Sep 20, 2017 2:13 pm
Forum: Announcement
Topic: SegaCon 1(2017): Chaos Emeralds Party
Replies: 6
Views: 428

Re: SegaCon 1(2017): Chaos Emeralds Party

I would have loved that... but it's a bit far from me and the proposed dates (almost all during summer vacation), aren't the best for that type of event.
by Stef
Thu Sep 14, 2017 9:06 am
Forum: SGDK
Topic: Slow XGA playback on PAL
Replies: 6
Views: 163

Re: Slow XGA playback on PAL

I opened an issue to not forget to fix that one, really stupid indeed... it should be fixed to 60 whatever system is :p
by Stef
Wed Sep 13, 2017 7:17 pm
Forum: SGDK
Topic: Slow XGA playback on PAL
Replies: 6
Views: 163

Re: Slow XGA playback on PAL

which kind of issue ? normally speed playback should be automatically adjusted depending your system.
by Stef
Wed Sep 13, 2017 6:06 pm
Forum: SGDK
Topic: SND_startPlay_4PCM_ENV bug, starting a new song, both play
Replies: 4
Views: 72

Re: SND_startPlay_4PCM_ENV bug, starting a new song, both play

Outch ! that hurts ! What a stupid bug, i should have put auto to -1 of 0xFF..
Ok ^^ I will fix that quickly, thanks for reporting !
by Stef
Wed Sep 13, 2017 1:23 pm
Forum: Demos
Topic: BoTTleD - tower defense demo
Replies: 4
Views: 133

Re: BoTTleD - tower defense demo

Well done ! I always wanted to do a small tower defense on MD. I know zombies vs plants exists, but i mean i proper one ;) And this one looks really more enjoying ;)
by Stef
Wed Sep 13, 2017 1:16 pm
Forum: SGDK
Topic: SND_startPlay_4PCM_ENV bug, starting a new song, both play
Replies: 4
Views: 72

Re: SND_startPlay_4PCM_ENV bug, starting a new song, both play

No way to get 2 samples playing on the same channel :p
I guess you used it wrongly, can you provide the source code ?
by Stef
Sun Sep 10, 2017 10:16 pm
Forum: SGDK
Topic: sprintf issues
Replies: 5
Views: 150

Re: sprintf issues

When the function fails, it also fails on emulator... doesn't crash, just does not display correctly values as far i remember ;)
by Stef
Sun Sep 10, 2017 2:01 pm
Forum: SGDK
Topic: sprintf issues
Replies: 5
Views: 150

Re: sprintf issues

myself i'm using mix of strcpy(..), strcat(..) and intToStr(..), but it's a pain compared to sprintf(..)
Also if sprintf(..) is working for you keep it of course, it' just that myself i already got some problems with it but very rarely.
by Stef
Wed Sep 06, 2017 8:24 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 57
Views: 1585

Re: Algorithm for splitting sprites

as I see, no one tried my algo. :( I'm not PR machine of my tools / researches / developements. Why don't you try it on the proposed example ?? Given your algo (from what i read) i think it won't perform really nicely too but you can prove me i'm wrong. Designing a good algorithm for sprite splitti...
by Stef
Fri Sep 01, 2017 11:11 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 57
Views: 1585

Re: Algorithm for splitting sprites

Well, you can assume a default split mode which use a "good compromize" with a function cost where each cost are less or more equivalent (good balance between sprite usage, vram usage and scanline limite). It's what i want to implement in rescomp and later maybe i'll add an option to prioritize the ...
by Stef
Fri Sep 01, 2017 8:50 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 57
Views: 1585

Re: Algorithm for splitting sprites

The formula is just a cost function, then depending the user you can affect different cost to whatever you want (number of sprite, vram usage, scanline density..)
by Stef
Thu Aug 31, 2017 8:24 am
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 57
Views: 1585

Re: Algorithm for splitting sprites

That's what i obtained using my (unfinished) algorithm on it :

Image

I think the result isn't that bad on this example but in general it does not work that great :-/
by Stef
Wed Aug 23, 2017 8:48 pm
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 57
Views: 1585

Re: Algorithm for splitting sprites

indeed, a bit better to split like that... I tried to quickly design algo for auto sprite splitting, definitely not trivial :-/
by Stef
Wed Aug 23, 2017 6:58 pm
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 57
Views: 1585

Re: Algorithm for splitting sprites

Tried to do it manually i did that : https://www.dropbox.com/s/2ui4xrcnj2dpkj1/spr_opt1.jpg?dl=0 The red part are the ones i optimized afterward, sometime the choice of adding 1 sprite to spare 1 VRAM tile is questionable... I guess it depend of your priority. The part with many holes is not interes...