Why in version 1.21 sprite erased when it is outside of the screen?
In the version 1.12 sprite was not erased.
https://i.paste.pics/a017c7b3e31fc73621981a11d84d2704.png
SPR_init(64, 256, 256);
sprites[0] = SPR_addSprite(&logo1, 100, 100, TILE_ATTR(PAL2, TRUE, FALSE, FALSE));
...
logopos ...
Search found 172 matches
- Sat Mar 18, 2017 9:14 pm
- Forum: SGDK
- Topic: about sprites
- Replies: 16
- Views: 13714
- Wed Mar 15, 2017 2:22 pm
- Forum: SGDK
- Topic: pixels are not displayed
- Replies: 14
- Views: 12103
Re: pixels are not displayed
I still do not understand how to implement fast displaying tile's.
could you tell me in details?
could you tell me in details?
- Wed Dec 21, 2016 6:37 pm
- Forum: SGDK
- Topic: pixels are not displayed
- Replies: 14
- Views: 12103
Re: pixels are not displayed
cero wrote: create a shadow in RAM and DMA it in.
how to do it?
- Wed Dec 21, 2016 4:52 pm
- Forum: SGDK
- Topic: pixels are not displayed
- Replies: 14
- Views: 12103
Re: pixels are not displayed
I decided to do per-tiles plasma.
But updated too slow.
void plasma()
{
if(initplasma==0)
{
ind = TILE_USERINDEX;
VDP_setPalette(PAL0, pix0.palette->data);
ind_pix0= ind;
VDP_loadTileSet(pix0.tileset, ind_pix0, TRUE);
map_pix0 = unpackMap(pix0.map, NULL);
ind += pix0.tileset->numTile ...
But updated too slow.
void plasma()
{
if(initplasma==0)
{
ind = TILE_USERINDEX;
VDP_setPalette(PAL0, pix0.palette->data);
ind_pix0= ind;
VDP_loadTileSet(pix0.tileset, ind_pix0, TRUE);
map_pix0 = unpackMap(pix0.map, NULL);
ind += pix0.tileset->numTile ...
- Mon Dec 19, 2016 4:35 pm
- Forum: SGDK
- Topic: about sprites
- Replies: 16
- Views: 13714
Re: about sprites
Stef wrote:You are probably hitting the sprite limit per scanline.
oh... you're right
I'm overestimated capabilities of the sprite-generator
- Sun Dec 18, 2016 4:19 pm
- Forum: SGDK
- Topic: about sprites
- Replies: 16
- Views: 13714
Re: about sprites
Sprite* sprites[80];
....
SPR_init(32, 256, 256);
......
if(initspider==0)
{
VDP_setPalette(PAL2, spider1.palette->data);
ind = TILE_USERINDEX;
VDP_drawImageEx(PLAN_A, &spider1, TILE_ATTR_FULL(PAL2, FALSE, FALSE, FALSE, ind), 8,8, FALSE, TRUE);
ind += spider1.tileset->numTile ...
- Fri Dec 02, 2016 6:53 pm
- Forum: SGDK
- Topic: pixels are not displayed
- Replies: 14
- Views: 12103
Re: pixels are not displayed
How to use this?Stef wrote: Use the BMP_getWritePointer() then directly write pixel into the buffer, much faster =)
in parameters only point coordinates.
but how to set the color
- Wed Nov 30, 2016 6:04 pm
- Forum: SGDK
- Topic: pixels are not displayed
- Replies: 14
- Views: 12103
Re: pixels are not displayed
finally it's work.Where is the BMP_init(..) call ?
I wanted to make effect per-pixel Plasma
https://www.youtube.com/watch?v=FMfGiSZ ... e=youtu.be
but even random color 100*100 filled at a rate 2 fps.
- Fri Nov 25, 2016 6:16 pm
- Forum: SGDK
- Topic: pixels are not displayed
- Replies: 14
- Views: 12103
Re: pixels are not displayed
Edit2: Tried your piece of code on both Fusion and Gens Kmod, getting expected result (rectangle of colorized pixels).
http://i.paste.pics/2f8b23b137f2295c6150e466d311655d.png
You tested on RH only ?
What is RH?
Also be sure to disable interrupts
I tried this.
This is main cycle of ...
- Thu Nov 24, 2016 9:26 pm
- Forum: SGDK
- Topic: pixels are not displayed
- Replies: 14
- Views: 12103
pixels are not displayed
I try display an array of pixels, but the screen is empty.
void plasma()
{
BMP_init(TRUE, PLAN_A, PAL1, FALSE);
BMP_setBufferCopy(TRUE);
VDP_setVerticalScroll(PLAN_A,0);
VDP_setVerticalScroll(PLAN_B,0);
VDP_setHorizontalScroll(PLAN_A,0);
VDP_setHorizontalScroll(PLAN_B,0);
BMP_clear();
u16 ...
void plasma()
{
BMP_init(TRUE, PLAN_A, PAL1, FALSE);
BMP_setBufferCopy(TRUE);
VDP_setVerticalScroll(PLAN_A,0);
VDP_setVerticalScroll(PLAN_B,0);
VDP_setHorizontalScroll(PLAN_A,0);
VDP_setHorizontalScroll(PLAN_B,0);
BMP_clear();
u16 ...
- Wed Nov 16, 2016 6:31 pm
- Forum: Demos
- Topic: ALKO-RAVE (demoscene v0.0.0.0.0.0.0.1)
- Replies: 1
- Views: 3174
ALKO-RAVE (demoscene v0.0.0.0.0.0.0.1)
My mini-demoscene
Planned further upgrade

Download ROM here -> https://www.dropbox.com/s/25ai002z4gl7k ... E.bin?dl=0

Planned further upgrade

Download ROM here -> https://www.dropbox.com/s/25ai002z4gl7k ... E.bin?dl=0
- Sun Nov 13, 2016 4:58 pm
- Forum: SGDK
- Topic: about sprites
- Replies: 16
- Views: 13714
Re: about sprites
I must rebuild rescomp?


- Tue Nov 08, 2016 5:46 pm
- Forum: SGDK
- Topic: about sprites
- Replies: 16
- Views: 13714
Re: about sprites
The project is already rather large.Stef wrote:Good reasons to stay on previous version ?
I can not upgrade it for the new version.
- Tue Nov 08, 2016 7:16 am
- Forum: SGDK
- Topic: about sprites
- Replies: 16
- Views: 13714
Re: about sprites
alko wrote:SGDK previous version.
- Mon Nov 07, 2016 8:24 pm
- Forum: SGDK
- Topic: about sprites
- Replies: 16
- Views: 13714
Re: about sprites
Stef wrote:If you are using the embedded sprite engine, just call SPR_clear() to quickly hide all sprite (calling back SPR_update display them again).
sprites remain unchanged.