so i think theres no other choice than just moving on and see when the Genny starts to cry. For now it works flawless in 50hz and 60hz mode on real hardware. Anyway the checks are just made when really necessary, for example: Which tile are we? its a 94, 94 has a diagonal so lets check that. an excl...
Well, thats a statement! Is there a way to see how much load my routines throw up and how much cpu time is left until a "slowdown" happens? In xna/monogame you could measure times and guess what graphics part, gamelogic part etc. Consumes. But Mega Drive sadly has no clock :/ Btw my directional coll...
Do you have a link for me? I started using math formula position = sign((Bx - Ax) * (Y - Ay) - (By - Ay) * (X - Ax)) (AxAy Start of the Line, BxBy End of the line, XY Point to check) to determinate a left (-1) or right (1) of the line. It works and im half on the way but i have a hard time, very fuz...
I know its a little bit off sgdk but i suggest you to look into monogame. Its c# and coming out of the discontinued Microsoft xna. It has a strong comunity, lots of samples, open source, games and stuff to study game mechanics, how concepts work etc
Question is not how collision is done at all, it is how to port it to sgdk in a functional way. There is no pixelperfect Sprite A collides Sprite B function, instead you should look around for general tutorials. its all math and cleverness to find the right collision for your needs. Simple ways fitt...
tiles_image.tiles[32/4 * num] Each tile is 32 bytes. The pointer is 32-bit, so divide by four. So it really works! Thx!!! My code is for (x = 0;x < 8; x++) { movtile_A[x] = tiles_image.tiles[8 * 80 + x]; } Can i access the tiles stored with VDP_Loadtiledata() too? Or is it a one way ticket?
Thanks! I will try that tomorrow. In the meantime i made myself a Windows-Aplication to turn an indexed image to a set of values that can be directly in the code... Like to share it if someone is interested because i did not find any Programs with this feature. https://drive.google.com/open?id=1dW3_...
i have set up a tile-scrolling effect to create some water effects like in Neutopia 2 and i didnt wanted to use scrolling or sprites for that. So i set up 2 Images: const u32 movtile[2][8] = {{ 0x81111111, 0x18111111, 0x11811111, 0x81181111, 0x81118118, 0x11111811, 0x11111181, 0x11111118 }, { 0x1111...
Hello there! I try to setup a tilemap engine. a kind of "splash screen" in "plan a" VDP_drawImageEx(PLAN_A, &bga_image, TILE_ATTR_FULL(PAL1, TRUE, FALSE, FALSE, ind), 0, 0, FALSE, TRUE); ind += logo2_image.tileset->numTile; filling tiles in "plan_b" for(z=0;z<38;z+=2) { for(i=0;i<22;i+=2) // when i ...