Search found 151 matches
- Mon Apr 25, 2016 12:18 am
- Forum: SGDK
- Topic: Simplest way to swap sprite flames?
- Replies: 7
- Views: 7282
Re: Simplest way to swap sprite flames?
Yeah I decided I'd use the engine as some objects will require more animation. I'm struggling to see how to use animations in the sprite demo. I see where they're defined but not how they're implemented. I can write my own using timers and SetFrame etc but I just wasn't sure if that was the 'proper ...
- Sun Apr 24, 2016 5:56 am
- Forum: SGDK
- Topic: Simplest way to swap sprite flames?
- Replies: 7
- Views: 7282
Re: Simplest way to swap sprite flames?
I can't work it out... I can't see in any of those functions where I can change the tile index of my sprite sheet to change frame...
EDIT: I worked out how to do it with SetFrame.
I was looking in the sprite project and I understand how the animations work (how it runs through each row as an ...
EDIT: I worked out how to do it with SetFrame.
I was looking in the sprite project and I understand how the animations work (how it runs through each row as an ...
- Wed Apr 13, 2016 10:22 am
- Forum: SGDK
- Topic: Simplest way to swap sprite flames?
- Replies: 7
- Views: 7282
Re: Simplest way to swap sprite flames?
Cool. I thought that might be slower, like setting your tile map every frame instead of scrolling. I guess im just getting used to how the VDP works. I'll have a play on the weekend. Thanks for your help again!
- Wed Apr 13, 2016 6:52 am
- Forum: SGDK
- Topic: Simplest way to swap sprite flames?
- Replies: 7
- Views: 7282
Simplest way to swap sprite flames?
The sprite engine animation is overkill for what I need. I just want to swap the image of my sprite when I press a joystick direction. What's the best way to do this? Which function should I be calling? I haven't been able to work it out from the docs. Sorry for the super noob question!
- Sat Apr 02, 2016 9:09 pm
- Forum: SGDK
- Topic: A question on palettes/colour cycling
- Replies: 3
- Views: 4169
A question on palettes/colour cycling
Hi again!
Say I have an image loaded that only uses 4 colours and I have a palette of 16. Is it possible to cycle through the pallete colours instead of swapping palettes? I think this could be used for some cool effects. If this is possible, how exactly would it be done? I'm thinking it will be a ...
Say I have an image loaded that only uses 4 colours and I have a palette of 16. Is it possible to cycle through the pallete colours instead of swapping palettes? I think this could be used for some cool effects. If this is possible, how exactly would it be done? I'm thinking it will be a ...
- Sat Apr 02, 2016 9:05 pm
- Forum: SGDK
- Topic: Tiles and sprites question
- Replies: 21
- Views: 15600
Re: Tiles and sprites question
Cool, thanks for the updateStef wrote:I fixed the issue but can't yet diffuse the correction as there are also many others changes and i need to put everything in a stable state now.
Sorry for long delay for a minor fix basically.

- Sat Apr 02, 2016 11:06 am
- Forum: SGDK
- Topic: Tiles and sprites question
- Replies: 21
- Views: 15600
Re: Tiles and sprites question
Just wondering what the outcome here was? I'm having similar issues...
- Mon Mar 28, 2016 9:30 pm
- Forum: SGDK
- Topic: Garbled GFX when I add sprite
- Replies: 10
- Views: 9326
Re: Garbled GFX when I add sprite
Will do. Thanks!Stef wrote:Try to download the last rescomp tool directly from the github repository, I believe I fixed this issue few time ago !
- Mon Mar 28, 2016 6:02 pm
- Forum: SGDK
- Topic: Garbled GFX when I add sprite
- Replies: 10
- Views: 9326
Re: Garbled GFX when I add sprite
Hehe the joys of classic systems.
Just looking in gens and my flipped tiles are showing up as unique tiles. Is there a way to fix this? By cutting those I'd save half of my VRAM
Just looking in gens and my flipped tiles are showing up as unique tiles. Is there a way to fix this? By cutting those I'd save half of my VRAM

- Mon Mar 28, 2016 4:31 am
- Forum: SGDK
- Topic: Garbled GFX when I add sprite
- Replies: 10
- Views: 9326
Re: Garbled GFX when I add sprite
Ok, it turns out I'm running out of tiles. I'm going to have to optimise my graphics. Might cut cars in half etc and flip the sprites. I also just realised that my road image isn't set up properly so the flipped duplicated tiles won't be detected and utilised...
- Mon Mar 28, 2016 4:03 am
- Forum: SGDK
- Topic: Garbled GFX when I add sprite
- Replies: 10
- Views: 9326
Re: Garbled GFX when I add sprite
I tried manually allocating but the following didn't work, either:
Gave me the same result...
Code: Select all
u16 iBuggyTileSet;
iBuggyTileSet = TILE_USERINDEX + sky_tropical.tileset->numTile + road_tropical.tileset->numTile;
SPR_setVRAMTileIndex(&sprite_buggy,iBuggyTileSet);
- Mon Mar 28, 2016 3:24 am
- Forum: SGDK
- Topic: Garbled GFX when I add sprite
- Replies: 10
- Views: 9326
Garbled GFX when I add sprite
Hi again,
I have got to the stage where I want to start adding sprites. I believe the VDP handles the tiles for me and I don't have to allocate tile memory like I do with the backgrounds, right?
Anyway, the game works fine but when I add the car in, it seems part of the tileset on frame four of my ...
I have got to the stage where I want to start adding sprites. I believe the VDP handles the tiles for me and I don't have to allocate tile memory like I do with the backgrounds, right?
Anyway, the game works fine but when I add the car in, it seems part of the tileset on frame four of my ...
- Mon Feb 22, 2016 5:46 pm
- Forum: SGDK
- Topic: Is there a tool to tell how many tiles I'm using?
- Replies: 4
- Views: 4571
Re: Is there a tool to tell how many tiles I'm using?
Retro Graphics Toolkit can tell you the number of unique tiles in a given image, remove duplicates and even dither to reduce: http://gendev.spritesmind.net/forum/viewtopic.php?f=7&t=1392
It won't work for sprites though since sprite tiles not mapped by ID (unless you keep one sprite per tile ...
It won't work for sprites though since sprite tiles not mapped by ID (unless you keep one sprite per tile ...
- Mon Feb 22, 2016 9:34 am
- Forum: SGDK
- Topic: is a fix32 positive only?
- Replies: 4
- Views: 4345
Re: is a fix32 positive only?
Found the culprit - my offset variable was a u16. Oops! All working now 

- Mon Feb 22, 2016 8:47 am
- Forum: SGDK
- Topic: is a fix32 positive only?
- Replies: 4
- Views: 4345
Re: is a fix32 positive only?
Good point. I'll take a closer look at my code. I could be using a u16 somewhere...Stef wrote:Fix32 is signed but it all depends from your code implementation : having a single non signed comparison can make every thing wrong !