Search found 27 matches
Re: DMA DEI
Chilly's sound driver uses DMA end interrupts to pass data to the PWM: http://gendev.spritesmind.net/forum/viewtopic.php?t=1253 , so we do know that setting the 2-nd bitflag in CHCR works on real hardware. Alas, Gens indeed doesn't support this feature, hence no sound effectx in Doom 32X Resurrectio...
- Sun Jun 11, 2023 6:50 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 480442
Re: New 32x game in development!
Some nice little discussion there! And thanks for the shout-out
- Wed Apr 19, 2023 4:25 pm
- Forum: Super 32X
- Topic: Runtime issues with built d32xr
- Replies: 1
- Views: 2766
Re: Runtime issues with built d32xr
You should use WAD file from the D32XR ROM, the one from JagDoom isn't guaranteed to work at all.
- Sat Feb 18, 2023 7:09 pm
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 480442
Re: New 32x game in development!
Number of characters * character width, which I assume must be 8matthewnimmo wrote: ↑Sat Feb 18, 2023 5:05 pmHow do I gather the overall with of msx or any font for that matter?
- Sat Feb 18, 2023 11:18 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 480442
Re: New 32x game in development!
a) the best way to do something is usually the one that works. your code looks fine to me
b) the stride that you pass for the msx font is most likely wrong. the stride has to encompass all horizontal pixels of the image/spritesheet, it can't be 8
b) the stride that you pass for the msx font is most likely wrong. the stride has to encompass all horizontal pixels of the image/spritesheet, it can't be 8
- Mon Feb 06, 2023 8:05 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 480442
Re: New 32x game in development!
Change your drawing code to the following: int crop_x, crop_y, crop_width, crop_height; crop_height = 32; crop_width = 32; crop_y = 4; crop_x = 4; int src_width = 320; unsigned char *src = (unsigned char*)(sprite_sheet + crop_y * src_width + crop_x); draw_sprite(npc_sprite_currentX_position-currentM...
- Sun Feb 05, 2023 8:40 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 480442
Re: New 32x game in development!
I've added support for custom stride to my sprite drawing routines. Check out the new function prototypes in draw.h, usage example - in main.c. Cheers!
- Sat Feb 04, 2023 9:32 am
- Forum: Announcement
- Topic: New 32x game in development!
- Replies: 101
- Views: 480442
Re: New 32x game in development!
As of now, the drawing routines in yatssd do not support arbitary stride/pitch for sprites. The stride would need to be passed as a new field in drawsprcmd_t and the routines in draw_inc.h would have to take it into account.
- Mon Sep 12, 2022 6:48 pm
- Forum: Super 32X
- Topic: Yet Another Tilemap and Super Scaler Demo
- Replies: 20
- Views: 26995
Re: Yet Another Tilemap and Super Scaler Demo
Let's say, my font binary files attached below. Here is a palette data: $000,$EEE,$000,$EA0,$46C,$04E,$EEE,$EEE,$02A,$CCC,$68E,$AAC,$EEA,$AAC,$EC2,$EC6 What should I change in the d32xr/src-md/crt0.s text to make load_font refer to the attached files instead of assembly code, and where is the lines...
- Fri Sep 09, 2022 4:05 pm
- Forum: Super 32X
- Topic: Yet Another Tilemap and Super Scaler Demo
- Replies: 20
- Views: 26995
Re: Yet Another Tilemap and Super Scaler Demo
Yes, along with put_chr, xvprintf, dbug_queue, etc
- Thu Sep 08, 2022 11:36 am
- Forum: Super 32X
- Topic: Yet Another Tilemap and Super Scaler Demo
- Replies: 20
- Views: 26995
Re: Yet Another Tilemap and Super Scaler Demo
Then indeed it'd be best to use the string drawing code from D32XR: https://github.com/viciious/d32xr/tree/master/src-md
- Wed Sep 07, 2022 7:57 am
- Forum: Super 32X
- Topic: Yet Another Tilemap and Super Scaler Demo
- Replies: 20
- Views: 26995
Re: Yet Another Tilemap and Super Scaler Demo
Note that if you're planning to use MD planes for drawing font glyphs, you won't be able to use them in your tilemaps.
- Tue Sep 06, 2022 3:08 pm
- Forum: Super 32X
- Topic: Yet Another Tilemap and Super Scaler Demo
- Replies: 20
- Views: 26995
Re: Yet Another Tilemap and Super Scaler Demo
Only 1 bit depth? But how then to use a 4bpp tile fonts (through the MD GFX layers withal)? 4bpp MD fonts simply aren't supported. Look, YATSSD is just a proof-of-concept demo with limited functionality, not a fully fledged SDK. If case you need some some functionality that's missing, you gonna hav...
- Tue Sep 06, 2022 7:24 am
- Forum: Super 32X
- Topic: Yet Another Tilemap and Super Scaler Demo
- Replies: 20
- Views: 26995
- Mon Sep 05, 2022 4:01 pm
- Forum: Super 32X
- Topic: Yet Another Tilemap and Super Scaler Demo
- Replies: 20
- Views: 26995
Re: Yet Another Tilemap and Super Scaler Demo
Any power of 2 ought to work. Anything from 8x8 up to 32x32.