Search found 37 matches

by vnsbr
Fri Mar 01, 2019 11:05 am
Forum: SGDK
Topic: Simple noob Pals/tiles question
Replies: 13
Views: 2293

Re: Simple noob Pals/tiles question

Can you inline the code here?
by vnsbr
Sat Feb 23, 2019 7:42 pm
Forum: Demos
Topic: Space blasting - now with ROM download 8)
Replies: 9
Views: 1836

Re: Space blasting - now with ROM download 8)

I dont have the real hardware. Here in brazil they are selling a "new" version that you can put a sdcard, but Id rather have the real thing. My biggest concern is the everdrive though, since it can get ages to be shipped here. I do have a friend with the console+everdrive but it is hard to know what...
by vnsbr
Sat Feb 23, 2019 6:23 pm
Forum: Demos
Topic: Space blasting - now with ROM download 8)
Replies: 9
Views: 1836

Re: Space blasting - now with ROM download 8)

Wow that seems a lot of issues. Where are you testing it? Also, is the stage start supposed to keep flying sideways until you press A a second time? After you leave title, there is a introductory screen. Yes, you have to tap A when you are ready. I should put a time limit there EDIT: Yeah, it seems ...
by vnsbr
Sat Feb 23, 2019 11:00 am
Forum: Demos
Topic: Space blasting - now with ROM download 8)
Replies: 9
Views: 1836

Re: Space blasting - very alpha + source

Update the first topic with the lastest version. First stage is finished. Controls: Directionals to move the ship A - main fire B - secondary fire when your special bar(blue bar) is filled There is 2 kinds of power up for your weapon, and both max at level 3. But if you get a different powerup than ...
by vnsbr
Thu Feb 21, 2019 12:35 am
Forum: SGDK
Topic: General questions
Replies: 9
Views: 1968

Re: General questions

I think i had the variables name mixed in my mind :P. It is plan_a plan_b. I dunno why they are called like so( and not plane_a/b) in the code ahaha maybe it is because french code :D but i am so used i forgot the original name :D
by vnsbr
Tue Feb 19, 2019 10:27 am
Forum: SGDK
Topic: Artifacts on astrofora/starfield sample
Replies: 2
Views: 904

Re: Artifacts on astrofora/starfield sample

Nevermind, i am checking spr_test.c from samples, and seeing benchmark there, thanks :D I guess these are these methos fastest ones? Initialization Animation* anim = donut.animations[0]; (...) TileSet* tileset = anim->frames ->tileset; VDP_loadTileSet(tileset, vramIndex, TRUE); (...) After creating ...
by vnsbr
Mon Feb 18, 2019 8:21 pm
Forum: SGDK
Topic: Artifacts on astrofora/starfield sample
Replies: 2
Views: 904

Artifacts on astrofora/starfield sample

I have tested astrofora/starfield_donut demo in some emulators and im getting these strange artifacts, lastest SGDK version from git. I have to admit I never tested with older versions, but it doesnt seem right :P only the top ones seem to be updated correctly Edit i was doing stress tests in my app...
by vnsbr
Mon Feb 18, 2019 4:14 pm
Forum: SGDK
Topic: General questions
Replies: 9
Views: 1968

Re: General questions

Stef wrote:
Mon Feb 18, 2019 3:29 pm
If you use both PLAN A and plan B or that, yeah you can.
I guess that in this case plan A is fixed as it's a HUD, right ?
Yes!
I have tried tht but gove me weird results if both planes are 32x32. Once i get on my pc ill take screenshot:D
by vnsbr
Mon Feb 18, 2019 1:53 pm
Forum: SGDK
Topic: General questions
Replies: 9
Views: 1968

Re: General questions

1) do the scrolling directly on DMA or setmapex What do you mean by "do the scrolling directly on DMA ? The good way to do it is to update only 1 row or 1 column of your tilemap, and setMapEx(..) is handy to do it (don't forget to use unpacked Map otherwise it will be damn slow). Background level i...
by vnsbr
Sun Feb 17, 2019 3:01 pm
Forum: Demos
Topic: Space blasting - now with ROM download 8)
Replies: 9
Views: 1836

Re: Space blasting - very alpha + source

Nice start. I'd suggest making the angled shots angled rather than vertical to see if that looks better. Thanks, i didnt know that it made so much difference. At least it was not so perceptive for me. Ill keep in mind that :D Edit: i made it that way so i could reuse the same object from the pool. ...
by vnsbr
Sat Feb 16, 2019 8:32 pm
Forum: SGDK
Topic: General questions
Replies: 9
Views: 1968

General questions

Hello i have finally something to show https://gendev.spritesmind.net/forum/viewtopic.php?f=8&t=2982 source code is included ;) I have some questions mainly about best practices, i thought it was a good idead to ask them here since its more related forum. 1) do the scrolling directly on DMA or setma...
by vnsbr
Sat Feb 16, 2019 5:00 pm
Forum: Demos
Topic: Space blasting - now with ROM download 8)
Replies: 9
Views: 1836

Space blasting - now with ROM download 8)

Updated with last version ---------------- Video https://youtu.be/xo_TFdhD2dQ It is a little side project I started earlier this week. Thwre is a lot of things missing yet but maybe the code can help someone. Some of the management code is from djcouchy with some hacks on it :? I mainly concerned a...
by vnsbr
Tue Feb 12, 2019 6:02 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 2041

Re: Sprite size limitations

VDP_drawImageEx(PLAN_B, &title_background, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind), 0, 0, FALSE, TRUE); ind += title_background.tileset->numTile; VDP_drawImageEx(PLAN_A, &title_background2, TILE_ATTR_FULL(PAL0, FALSE, FALSE, FALSE, ind), 0, 0, FALSE, TRUE); I have tried combinations with TIL...
by vnsbr
Tue Feb 12, 2019 3:31 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 2041

Re: Sprite size limitations

How to make sure that plan b is behind? Just the drawing order or some flag?
by vnsbr
Tue Feb 12, 2019 2:43 pm
Forum: SGDK
Topic: Sprite size limitations
Replies: 15
Views: 2041

Re: Sprite size limitations

Yes thanks for the heads up, turns out i needed righ in the next screen eheh.

I still have a non related problem, if I set the plan_A to scroll, the text is being scrolled together. If i change the text plan to the plan_b i lose text transparency. Plan b does not have transparency?