Search found 151 matches

by POLYGAMe
Thu Feb 04, 2016 11:27 pm
Forum: SGDK
Topic: Is it possible to 'scale' sprites?
Replies: 25
Views: 7294

Re: Is it possible to 'scale' sprites?

SGDK only provides a software scaling method but it requires to use the bitmap engine and BMP_scale(...) method. There is indeed no support for sprite scaling and honestly that would be too slow to be really effective. So more for backgrounds? I guess if I'm clever I could scale my roadside objects...
by POLYGAMe
Thu Feb 04, 2016 8:27 pm
Forum: SGDK
Topic: Is it possible to 'scale' sprites?
Replies: 25
Views: 7294

Re: Is it possible to 'scale' sprites?

My nemesis - math! Haha. Thanks though, will see if I can work it out :)
by POLYGAMe
Thu Feb 04, 2016 9:07 am
Forum: SGDK
Topic: Is it possible to 'scale' sprites?
Replies: 25
Views: 7294

Is it possible to 'scale' sprites?

I'm not talking about real-time scaling as i know the hardware doesn't support it but some older systems like the C64 were able to display sprites at double size, even stretched. Is this possible with Mega Drive? Is it even possible to implement software scaling with SGDK? I'm guessing it would be q...
by POLYGAMe
Mon Feb 01, 2016 1:56 am
Forum: SGDK
Topic: Is it possible to scroll two planes horizontally by line AND plane?
Replies: 5
Views: 2462

Re: Is it possible to scroll two planes horizontally by line AND plane?

Okay, so it works fine scrolling the sky too. The problem is, I have a weird issue when I activate it. Here's the function I have been using to test: void BendRoad(u16 ScrollValuesLength, u16 skyScrollValuesLength, fix32* ScrollValuesFloats, s16* ScrollValues, s16* skyScrollValues, u16 iVertLine, u1...
by POLYGAMe
Sun Jan 31, 2016 6:20 pm
Forum: SGDK
Topic: Is it possible to scroll two planes horizontally by line AND plane?
Replies: 5
Views: 2462

Re: Is it possible to scroll two planes horizontally by line AND plane?

I haven't tried it but I just imagined that since you have to count through each line and set it separately that there would be noticeable warping as you can't move them all at exactly the same time. I guess if I'm waiting for v-sync between calls it could work. I'm new to this :) I'll give it a go ...
by POLYGAMe
Sat Jan 30, 2016 7:21 pm
Forum: SGDK
Topic: Is it possible to scroll two planes horizontally by line AND plane?
Replies: 5
Views: 2462

Re: Is it possible to scroll two planes horizontally by line AND plane?

OK. I'll try setting it each line. Just hope it's fast enough and I don't see the sky warping/tearing.
by POLYGAMe
Fri Jan 29, 2016 9:42 pm
Forum: SGDK
Topic: Is it possible to scroll two planes horizontally by line AND plane?
Replies: 5
Views: 2462

Is it possible to scroll two planes horizontally by line AND plane?

Okay, so I'm using line scrolling for my road. Works great thanks to a lot of help from Stef. The problem is, since I've set the horizontal scroll to 'line' I can't scroll my background as one image. Is it possible to somehow scroll the top half by plane and the bottom by line or even control the ho...
by POLYGAMe
Sun Jan 24, 2016 6:41 pm
Forum: SGDK
Topic: Possible to load image line by line?
Replies: 10
Views: 2627

Re: Possible to load image line by line?

I thought that might be the case. Damn. I need the road on the front plane so I can do hills. But if I have to load the whole image I'll have to put it in the back. I might be able to work it out with scrolling tricks but I'll need to investigate what an interrupt is. Hehe. In other news, I've start...
by POLYGAMe
Sun Jan 24, 2016 12:16 am
Forum: SGDK
Topic: Possible to load image line by line?
Replies: 10
Views: 2627

Re: Possible to load image line by line?

Hey Stef, I have been getting the required effect by using SetMapEX and it works great but would doing it this way be slower than just adjusting the image's position?
by POLYGAMe
Sun Jan 24, 2016 12:12 am
Forum: SGDK
Topic: Strange garbled graphics
Replies: 7
Views: 2612

Re: Strange garbled graphics

If I read your code, i see you use the same tile_index u16 ind_tileset; ind_tileset = TILE_USERINDEX; ... u16 ind_tileset2; ind_tileset2 = TILE_USERINDEX; Maybe you write tile at the same position in VRAM. You can look in debug mode your vram. Add this to make test : u16 ind_tileset; ind_tileset = ...
by POLYGAMe
Sat Jan 23, 2016 7:51 pm
Forum: SGDK
Topic: Strange garbled graphics
Replies: 7
Views: 2612

Re: Strange garbled graphics

You really need to understand what is a pointer and how that work else you will get many troubles later with your C code ;) Yeah I have a basic grasp of how they work but it's very basic. Haha. Haven't used pointers in five years; not since university. Most of my development has been in Unity so th...
by POLYGAMe
Sat Jan 23, 2016 9:40 am
Forum: SGDK
Topic: Strange garbled graphics
Replies: 7
Views: 2612

Re: Strange garbled graphics

I thought it might be the tile set! Thanks!
As I'm not great with C, would you mind telling me what "->" does? It's been so long since I've used C. lol.
by POLYGAMe
Sat Jan 23, 2016 9:36 am
Forum: SGDK
Topic: Possible to load image line by line?
Replies: 10
Views: 2627

Re: Possible to load image line by line?

Hi Stef,

Yeah I worked that bit out but now I'm having other issues. lol. This is much harder (and more fun) than using Unity!!!
by POLYGAMe
Sat Jan 23, 2016 5:12 am
Forum: SGDK
Topic: Strange garbled graphics
Replies: 7
Views: 2612

Strange garbled graphics

Hi there, I'm trying to load my road on plane b and my sky on plane a. When I load each of them separately it works fine but when I try to load both, I get bits of the road across the top of the screen. What could cause this? Here are some shots and the code I'm using to get the images on screen. I'...
by POLYGAMe
Sat Jan 23, 2016 12:39 am
Forum: SGDK
Topic: Possible to load image line by line?
Replies: 10
Views: 2627

Re: Possible to load image line by line?

Okay, I'm getting somewhere but it's really slow. What's the fastest way to change images? I have a 512x512 image with four roads on it, one for each frame (each road is 128x512). What's the best way to display a road, clear it and then display the next one and so on so that it appears the road is m...