Search found 217 matches

by Miquel
Tue Feb 20, 2018 3:57 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

768 tiles use about 24KB. The maximum you can update on a vblank is about 4KB. If you try to update that much at once the only thing you will accomplish is a slowdown of 5 or more frames. Not playable. On solution is to fragment it into several packets. Other is to upload it during loading. BUT usin...
by Miquel
Sun Feb 18, 2018 4:35 pm
Forum: Tools
Topic: Algorithm for splitting sprites
Replies: 69
Views: 3931

Re: Algorithm for splitting sprites

Sik wants an automated solution (he explains why in late pages). Also, thought a previous example, we have seen than an algorithm is slightly better than experienced humans, the problem is that this algorithm doesn't work well in some cases. I suppose the solution is to use several methods and adopt...
by Miquel
Fri Feb 16, 2018 5:43 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

Everything that could be updated on vblank should be buffered: - Hardware sprite list - 1 o 2 copies of the full palette - both scroll arrays - 1 (or a few) rows or cols of tiles - A buffer to update tiles. (A good design is one in which you never access vdp on main loop, except perhaps on menus and...
by Miquel
Fri Feb 16, 2018 3:32 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

Oh! you meant 68k memory... Most people store the level information on ROM and use 2x2 tile/collision structures to avoid memory problems. Myself I always use a 32KB map on RAM and directly "paint" on it to build or modify the current level. I also use the 2x2 tile/collision structures. No map on RO...
by Miquel
Fri Feb 16, 2018 2:19 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

Yeah, and I'm starting to notice that the 64k RAM is not much either... :? There is not enough video memory to display a full screen fully detailed image on screen, but there is a bit too much when is time to develop a game all by your self, knowing that you will update some part of it in loading t...
by Miquel
Thu Feb 15, 2018 2:04 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

Yeah, and I'm starting to notice that the 64k RAM is not much either... :? There is not enough video memory to display a full screen fully detailed image on screen, but there is a bit too much when is time to develop a game all by your self, knowing that you will update some part of it in loading t...
by Miquel
Thu Feb 15, 2018 1:49 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

It involves exploiting layer priorities and sprite ordering: sprites are put on top of each other strictly by order (ignoring the priority bit), and then the end result is mixed with the other two layers (only here the priority bit takes place). This means that a low priority sprite can cover a hig...
by Miquel
Wed Feb 14, 2018 3:28 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

Stef wrote:
Wed Feb 14, 2018 2:54 pm
Sprite masking magic ? :p
Is available any utility to do that? I don't know, just asking. If comes with code it will be even greater!
by Miquel
Wed Feb 14, 2018 2:51 pm
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

The problem with this kind of images is that it wastes big portion of video memory, if you are thinking of using them in a menu, or something rather similar, you will find that there is no much more memory left.
The idea of reusing tiles always pops out.
by Miquel
Mon Feb 12, 2018 5:48 pm
Forum: Demos
Topic: AbbayeMD
Replies: 16
Views: 5276

Re: AbbayeMD

Nicely done! And thanks for sharing your hard work, appreciated.
by Miquel
Fri Feb 09, 2018 3:13 pm
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 24
Views: 889

Re: Project C - WIP - Sega Genesis / Mega Drive

Well, ABCD uses carry so you can concatenate multiple of them easily to do larger numbers... May want to add those values in RAM to make this easier ( otherwise you need to use many rotations which is slow ). At least it should be faster than the approach there (in terms of cycles). Timing of rotat...
by Miquel
Thu Feb 08, 2018 12:30 pm
Forum: Demos
Topic: Project C - WIP - Sega Genesis / Mega Drive
Replies: 24
Views: 889

Re: Project C - WIP - Sega Genesis / Mega Drive

Nice! How do you handle the score-to-display conversion? I tend to try to avoid division and multiplications, I mean. Are you doing it in asm or C, by the way? The 68000 got a BCD mode, I've read so I guess using that would be preferred? 3 options: - Maintain both representations separately - Use a...
by Miquel
Wed Feb 07, 2018 3:21 am
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 63
Views: 1275

Re: Unnamed "ninja" game (Dev Diary thread)

Take into account the sprite limit per line. That's why is a good idea to group 4 numbers into one sprite (or 2 characters, if they are 16 pixels wide).

edit:
Otherwise, to avoid this problem, you can display the status bar in vertical.
by Miquel
Tue Feb 06, 2018 6:08 am
Forum: Demos
Topic: Example of point'n'click adventure engine (SecondBASIC).
Replies: 7
Views: 198

Re: Example of point'n'click adventure engine (SecondBASIC).

Because it's very important in point'n'click adventures to warn the players when they pointed to an interactive object in order to rid them of unnecessary pixel-hunting. No, I meant technically speaking what's the problem? For example, if you can warrantee a top limit of characters you can use spri...
by Miquel
Mon Feb 05, 2018 2:05 pm
Forum: Demos
Topic: Example of point'n'click adventure engine (SecondBASIC).
Replies: 7
Views: 198

Re: Example of point'n'click adventure engine (SecondBASIC).

Tomahomae wrote:
Mon Feb 05, 2018 1:00 pm
The only problem is to make an object name text to appear one tile right from arrow pointer during pointing to object with a "mouse".
And why is that a problem?