Search found 29 matches

by Helghast
Sat Jun 22, 2013 10:43 pm
Forum: SGDK
Topic: loading tiles from a specific location (GenRes)
Replies: 15
Views: 10800

I do understand that difference, I come from a professional game development background, and have been working on all sorts of games/platforms for years. The road is full of bodies who were too sure. Anyway, let's kick some asses: Reviewing what you have done you just need to swap load tile and loa...
by Helghast
Fri Jun 21, 2013 2:45 pm
Forum: SGDK
Topic: loading tiles from a specific location (GenRes)
Replies: 15
Views: 10800

I do understand that difference, I come from a professional game development background, and have been working on all sorts of games/platforms for years. Oh i though you did not get that from this sentence : I had no idea there was such a thing as cells and patterns. But good you already known abou...
by Helghast
Fri Jun 21, 2013 12:34 pm
Forum: SGDK
Topic: loading tiles from a specific location (GenRes)
Replies: 15
Views: 10800

That link may help you to understand the difference between the tiles (8x8 pixel data block) and the tilemap (virtual screen map containing tile indexes) : http://gamedev.stackexchange.com/questions/49201/did-old-games-like-golden-axe-or-street-or-rage-use-tilemaps/49225#49225 I do understand that ...
by Helghast
Fri Jun 21, 2013 8:16 am
Forum: SGDK
Topic: loading tiles from a specific location (GenRes)
Replies: 15
Views: 10800

From the official documentation: - A CELL or a PATTERN is a 8x8 pixel graphic that can be used indirectly in planes or directly in sprites. Is 32bytes in size. - To use a tile in a plane you need what is called a PATTERN NAME. Basically is the tile number plus some bit attributes, and is 2 bytes in...
by Helghast
Thu Jun 20, 2013 7:57 am
Forum: SGDK
Topic: loading tiles from a specific location (GenRes)
Replies: 15
Views: 10800

#define BGTilesMemory 0x0010 #define TILESWIDTH (SCREENWIDTH + 2) #define TILESHEIGHT 24 // load tiles that should be visible // this should only be updated when scrolling goes above 8 (to load next/previous tiles) void loadBGTiles(u16 offset) { u16 i = 0; for(i=0; i<TILESHEIGHT; ++i) { VDP_loadTil...
by Helghast
Tue Jun 18, 2013 9:27 am
Forum: SGDK
Topic: [SOLVED] SGDK - Parallax + Vertical Scroll (tearing issue)
Replies: 14
Views: 10655

even with the Vint handler I get tearing, if I setEnable it works, but flickers the screen black everytime I perform scrolling. Will have to debug this some more.

thanks, D.
by Helghast
Tue Jun 18, 2013 9:26 am
Forum: SGDK
Topic: loading tiles from a specific location (GenRes)
Replies: 15
Views: 10800

I actually got this working slightly differently (using VDP_loadTiles), but that does seem to slow down, will have to try using the DMA mode to transfer to memory straight away, but am getting some bad corruption when doing this (means I'm loading the tiles wrong :P). Will try around with this some ...
by Helghast
Mon Jun 17, 2013 2:14 pm
Forum: SGDK
Topic: [SOLVED] SGDK - Parallax + Vertical Scroll (tearing issue)
Replies: 14
Views: 10655

Great!!
That gave me a great read through the manual ;)
Am gonna try this when I get home tonight.

regards,
Dennis
by Helghast
Mon Jun 17, 2013 11:58 am
Forum: SGDK
Topic: [SOLVED] SGDK - Parallax + Vertical Scroll (tearing issue)
Replies: 14
Views: 10655

I've been searching the documentation (as well as the propellor example, from which I learned a lot), but cannot find a good lead on how to process during Vint handler?
any pointers or sample code somewhere to get me going?

regards, Dennis
by Helghast
Mon Jun 17, 2013 9:40 am
Forum: SGDK
Topic: [SOLVED] SGDK - Parallax + Vertical Scroll (tearing issue)
Replies: 14
Views: 10655

I am having the very same issue.
I wait for my VBlank, then redraw/scroll tiles/plane where needed, but I keep seeing this horrible tearing.

I'll post my source code later tonight, but would like to figure out what could cause this in the first place?

regards,
Dennis
by Helghast
Tue Jun 11, 2013 1:17 pm
Forum: SGDK
Topic: loading tiles from a specific location (GenRes)
Replies: 15
Views: 10800

u32* g_titles[8][ NUMBER_OF_TILES ]; void my_func() { u16 firstTile = put_here_your_tile_number; // ... VDP_loadTileData( (u8*)(g_titles)+(32*firstTile), ... ) // .... } I am having some difficulties understanding how this works. How does that point to another tile number in an already existing Gen...
by Helghast
Tue Jun 11, 2013 11:30 am
Forum: SGDK
Topic: loading tiles from a specific location (GenRes)
Replies: 15
Views: 10800

loading tiles from a specific location (GenRes)

Hey Guys,

If I use VDP_loadTileData, and point to the .tiles of my image (created using GenRes), it always loads a certain amount of tiles starting at the first tile.

How can I specify how to load from another index number for tiles, other then the first one?

Regards,
Dennis
by Helghast
Sat Jun 08, 2013 11:05 pm
Forum: SGDK
Topic: SGDK - tiles loading question
Replies: 1
Views: 1995

SGDK - tiles loading question

Quick one,

How does an array of tiles get generated from an image?
As one big list of tiles, or is it a multidiensional array?

I'm trying to make a function that loads a certain part of an image, but for the calculation to work, I need to know that ofcourse.

Regards,
-D.
by Helghast
Fri Jun 07, 2013 2:05 pm
Forum: SGDK
Topic: scale sprites/tiles
Replies: 12
Views: 7998

Thanks, I was actually looking at that before.
I am still having a hard time understanding scrolling, but I'll make a new topic for that at some point, first wanna try out some tests ;)

regards,
-D.
by Helghast
Fri Jun 07, 2013 11:34 am
Forum: SGDK
Topic: scale sprites/tiles
Replies: 12
Views: 7998

RAM memory is really a restriction in old consoles. But the funny part is we humans become more creative if we have some restrictions, despite it sounds contradictory. Usually the way to save memory is to repeat tiles or sprites. For example in some cases when a explosion happens on the screen you ...