How to erase the tiles of the vram of plan A or B?
VDP_clearPlane simply clear the screen, the tiles are still in vram.
I just want to delete the tileset from the vram that I no longer need to load the next level tileset.
If anyone can help me or give me hints.
thank you
Search found 15 matches
- Sat Feb 20, 2021 3:26 pm
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
- Tue Feb 16, 2021 7:40 pm
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
Thanks for the answer, it works !!
- Mon Feb 15, 2021 5:18 pm
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
Hello, another question I have a sprite that won't be erased, i am using the SPR_releaseSprite () function, this sprite is initialized when the player presses a button and i want to delete it when the player presses another button. When I pass all my other sprites as a parameter, no problem it all g...
- Tue Feb 09, 2021 3:56 pm
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
I expressed myself badly, indeed I want to do this operation during a Vblank, in fact I want to slide the camera of X pixel. if I do it outside of Vblank,the camera immediately goes to the position but I tested in a Vblank period and it seems to work, I find it a bit risky to do it in a for loop enu...
- Tue Feb 09, 2021 8:14 am
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
I have another question regarding the Vblank period, can I use
if (SYS_doVBlankProcess ()) in a function to perform an operation after Vblank period. I tested it looks good but I want to be sure it won't be a source of problem.
if (SYS_doVBlankProcess ()) in a function to perform an operation after Vblank period. I tested it looks good but I want to be sure it won't be a source of problem.
- Tue Feb 09, 2021 6:41 am
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
Ok, thanks for the answer, in the meantime I found a solution: and indeed I test the tiles where the player is. if( posx%8 >4 ){ tile_x = ((posx - psox%8)>>3) +1} else tile_x = ((posx - psox%8)>>3) if( posy%8 >4 ){ tile_y = ((posxy - psoxy%8)>>3) +1} else tile_y = ((posxy - psoxy%8)>>3) test_collisi...
- Sun Feb 07, 2021 5:56 am
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
Hello, I have a small problem with the recovery of the tile at the player's position for collisions. I get the tile this way : pos_x = player.x >> 3, pos_y = player.x >> 3 (division by eight) the variables player.y and player.y, pos_x and pos_y are declared in u16 To increment player.x and player.y ...
- Thu Feb 04, 2021 2:43 pm
- Forum: SGDK
- Topic: Get Tile Index of background specific position (X, Y)
- Replies: 6
- Views: 12977
Re: Get Tile Index of background specific position (X, Y)
At the risk of saying something stupid,
If you are using a MAP resource on the A or B plane, there is a function," u16 MAP_getTile(Map*map, u16 x, u16 y) " in file " Map.c " maybe do a comparison with the return value and the tile index which you can find with dump VRAM with K-mod
If you are using a MAP resource on the A or B plane, there is a function," u16 MAP_getTile(Map*map, u16 x, u16 y) " in file " Map.c " maybe do a comparison with the return value and the tile index which you can find with dump VRAM with K-mod
- Thu Feb 04, 2021 10:27 am
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
Thanks, I'll take your advice and watch this.
- Thu Feb 04, 2021 6:57 am
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
No one to help me! I will wait, there is someone who will come :D . In the meantime I observed SPR_Update () sprite_eng.c to try to understand this part: // handle frame animation if (timer) { // timer elapsed --> next frame if (--timer == 0) SPR_nextFrame(sprite); // just update remaining timer els...
- Thu Feb 04, 2021 5:36 am
- Forum: SGDK
- Topic: Display a variable on the screen[resolved]
- Replies: 4
- Views: 7661
Re: Display a variable on the screen[resolved]
Thank you for the information,
it's not falling on deaf ears !!
it's not falling on deaf ears !!
- Wed Feb 03, 2021 3:44 pm
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Re: Some questions about SGDK
Apparently, we need to update the sprite position coordinates according to the Camera, I just wrote a function to handle that and it works fine. Other questions, I looked for on the forum but the subject is only partially addressed. I have a problem to stop an animation on the last frame, I thought ...
- Wed Feb 03, 2021 6:22 am
- Forum: SGDK
- Topic: Some questions about SGDK
- Replies: 15
- Views: 25670
Some questions about SGDK
Hello, I would need confirmation, if I understood correctly, Plane A and B can scroll vertically and horizontally and the sprite plane is fixed. For the coordinate system, the reference point is the coordinate 0,0 of (top left of the screen). When the BGs scroll, I have to update a variable which si...
- Mon Feb 01, 2021 12:00 pm
- Forum: SGDK
- Topic: Display a variable on the screen[resolved]
- Replies: 4
- Views: 7661
Re: Display a variable on the screen[resolved]
It's resolved with sprintf(), I had not seen this function.
Code: Select all
char str_Region[2] = "0";
void RegionDisplay()
{
sprintf(str_Region,"%d",indexReg);
VDP_clearTextAreaBG(BG_B,15,10,2,1);
VDP_drawTextBG(BG_B,str_Region,15,10);
}
- Mon Feb 01, 2021 9:27 am
- Forum: SGDK
- Topic: Display a variable on the screen[resolved]
- Replies: 4
- Views: 7661
Display a variable on the screen[resolved]
Hello, I am new to the forum that I have already been browsing for a few weeks, I thank the author of this bookstore (SGDK) who opened the doors to me to programming on Megadrive in C Language, as well as all the participants / members of this forums that enrich this section of the forum, it helps a...