Search found 87 matches

by matthewnimmo
Fri Feb 03, 2023 5:22 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

... That said, my first thought would be one sprite sheet per object, with animations being a rows, and different states (like rotations) being columns. Then just use an offset into the BMP to draw the current state and animation frame. The state would select the Y coord, and the animation frame co...
by matthewnimmo
Thu Feb 02, 2023 10:42 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

Hey Chilly, another question i have for you around sprites. specifically, animated sprites. So, i know that I can manually create my animations by have a single .bmp for every frame of that sprite i want to be animated. For example, let's say i have a hero sprite that has 4 positions in his animatio...
by matthewnimmo
Thu Feb 02, 2023 4:29 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

The frame buffer always writes the data to the dram, except when a single byte of 0x00 is written. Byte writes of 0x00 are ignored. So in a sense, the plain frame buffer is an overwrite buffer when considered at a byte level. To clear the frame buffer, you have to write WORDS of 0x0000 instead of b...
by matthewnimmo
Tue Jan 31, 2023 5:33 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

Hey everyone! Don't worry, I haven't given up my quest. Got bogged down with work and honey do lists :) Also, integrating Vic's Tilemapper into the solution has taken a little bit longer, but I've finally got it in there. I brought in the functionality that was within the Hw_32x files into the marsh...
by matthewnimmo
Fri Jan 27, 2023 6:56 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

Nevermind Chilly! Got it working :) Thanks for Vic for sharing that wave format of mono 8-bit PCM or ADPCM will only work with the mixer. I think the waves i was testing with were 16 bit. So i opened one up with Audacity and exported to 8-bit and it worked! So anyone that is following this md_data (...
by matthewnimmo
Thu Jan 26, 2023 11:19 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

You can't use xgm format, only vgm, so don't convert into xgm. Just optimize and leave as vgm. You should be able to use any lzss compressor as long as the window is set to 32KB. The lzss code with d32xr is a decompressor - it doesn't compress. I'm not sure which compressor Vic used on the music. T...
by matthewnimmo
Thu Jan 26, 2023 3:40 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

LOL...well i'm an idiot. I looked inside the D32xr content/VGM folder and found some .zgm files. I tried one and it worked!!! I got sound working (now i need to figure out how to compress my VGM's to ZGM's like with these examples. Chilly, you said i can use the Lzss library that's in the D32r proje...
by matthewnimmo
Thu Jan 26, 2023 3:26 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

I figured I'd post again with more details this time. I'll show some of the code below and were it's located. 1) The file i'm testing with i've called 1.vgm for testing purposes. Before running through the XGMTool it was 146kb and after it's 74kb. I've confirmed that it plays still compressed with m...
by matthewnimmo
Wed Jan 25, 2023 11:29 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

Currently, VGMs need to be compressed, and cannot use the old PCM sample commands (they must use the new PCM stream commands). The current compression used is lzss with LZSS_BUF_SIZE set to 0x8000. The xgm tool can convert VGM with old PCM commands into the new form, IIRC. I downloaded the xgmtool ...
by matthewnimmo
Wed Jan 25, 2023 5:29 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

So another quick update...going to bed after this one though as my brain is fried... I started down the sound/music journey. I've found some .vgm files and got a vgm player just to make sure they are legit. They all work, so no issues there. I'm still fumbling/playing around with the code and I'm gu...
by matthewnimmo
Wed Jan 25, 2023 3:53 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

The palette code in Doom works because Doom stores palettes as three bytes of R, G, B. BMPs don't. Doom doesn't use BMPs. If you use BMPs, you must alter the code to use them, as you discovered. :D And to cero, BMP format doesn't compress the data unless you select RLE compression. And outputting a...
by matthewnimmo
Tue Jan 24, 2023 2:09 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

Success! I've got the bitmap image flipped and the palette loaded all from a simple .bmp file added. Thanks Chilly for all the help! :) Just in case anyone is interested on what I did see below. I'll keep the mirrored function for later as I may use that when handling input. So in this small example...
by matthewnimmo
Mon Jan 23, 2023 7:15 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

... The palette is stored as B, G, R, A (where alpha may be optional). You're reading it backwards and not skipping the A byte. Also, BMP data is stored bottom to top. ... Helps that I slowed down and re-read that! I now have the palette colors looking right. Now, I have to get it to draw in the co...
by matthewnimmo
Mon Jan 23, 2023 1:46 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

I don't get why you want to fight with BMPs, just save the image in Gimp as a C file and have easy usage. Compression later. I didn’t know you could do that! So export the indexed .bmp as h file or c? Ive done both just to see the differences. From there do they make it pretty easy to pull in the i...
by matthewnimmo
Mon Jan 23, 2023 5:02 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 533114

Re: New 32x game in development!

The palette code you had was fine, but you need to fetch B first, then fetch G, then fetch R, then skip the next byte for each of the 256 entries. Thanks Chilly! You are referring to this code block below yes? If so, I didn't write that it was part of the marshw.c and I'll be honest, i'm a little l...