Search found 151 matches

by POLYGAMe
Mon Apr 25, 2016 12:18 am
Forum: SGDK
Topic: Simplest way to swap sprite flames?
Replies: 7
Views: 2097

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'...
by POLYGAMe
Sun Apr 24, 2016 5:56 am
Forum: SGDK
Topic: Simplest way to swap sprite flames?
Replies: 7
Views: 2097

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 animati...
by POLYGAMe
Wed Apr 13, 2016 10:22 am
Forum: SGDK
Topic: Simplest way to swap sprite flames?
Replies: 7
Views: 2097

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!
by POLYGAMe
Wed Apr 13, 2016 6:52 am
Forum: SGDK
Topic: Simplest way to swap sprite flames?
Replies: 7
Views: 2097

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!
by POLYGAMe
Sat Apr 02, 2016 9:09 pm
Forum: SGDK
Topic: A question on palettes/colour cycling
Replies: 3
Views: 1561

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 g...
by POLYGAMe
Sat Apr 02, 2016 9:05 pm
Forum: SGDK
Topic: Tiles and sprites question
Replies: 21
Views: 4679

Re: Tiles and sprites question

Stef 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.
Cool, thanks for the update :)
by POLYGAMe
Sat Apr 02, 2016 11:06 am
Forum: SGDK
Topic: Tiles and sprites question
Replies: 21
Views: 4679

Re: Tiles and sprites question

Just wondering what the outcome here was? I'm having similar issues...
by POLYGAMe
Mon Mar 28, 2016 9:30 pm
Forum: SGDK
Topic: Garbled GFX when I add sprite
Replies: 10
Views: 3471

Re: Garbled GFX when I add sprite

Stef wrote:Try to download the last rescomp tool directly from the github repository, I believe I fixed this issue few time ago !
Will do. Thanks!
by POLYGAMe
Mon Mar 28, 2016 6:02 pm
Forum: SGDK
Topic: Garbled GFX when I add sprite
Replies: 10
Views: 3471

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 :)
by POLYGAMe
Mon Mar 28, 2016 4:31 am
Forum: SGDK
Topic: Garbled GFX when I add sprite
Replies: 10
Views: 3471

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...
by POLYGAMe
Mon Mar 28, 2016 4:03 am
Forum: SGDK
Topic: Garbled GFX when I add sprite
Replies: 10
Views: 3471

Re: Garbled GFX when I add sprite

I tried manually allocating but the following didn't work, either:

Code: Select all

   u16 iBuggyTileSet;
    iBuggyTileSet = TILE_USERINDEX + sky_tropical.tileset->numTile + road_tropical.tileset->numTile;
    SPR_setVRAMTileIndex(&sprite_buggy,iBuggyTileSet);
Gave me the same result...
by POLYGAMe
Mon Mar 28, 2016 3:24 am
Forum: SGDK
Topic: Garbled GFX when I add sprite
Replies: 10
Views: 3471

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 r...
by POLYGAMe
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: 1620

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). Ther...
by POLYGAMe
Mon Feb 22, 2016 9:34 am
Forum: SGDK
Topic: is a fix32 positive only?
Replies: 4
Views: 1592

Re: is a fix32 positive only?

Found the culprit - my offset variable was a u16. Oops! All working now :D
by POLYGAMe
Mon Feb 22, 2016 8:47 am
Forum: SGDK
Topic: is a fix32 positive only?
Replies: 4
Views: 1592

Re: is a fix32 positive only?

Stef wrote:Fix32 is signed but it all depends from your code implementation : having a single non signed comparison can make every thing wrong !
Good point. I'll take a closer look at my code. I could be using a u16 somewhere...