Search found 316 matches

by tryphon
Mon Dec 22, 2014 4:21 pm
Forum: SGDK
Topic: Multisprites ?
Replies: 29
Views: 20311

A 1:1 port is not possible due to palettes limitations (I don't have System-16 specs, but Shinobi display quite a few more than 61 colors). I'll try to adapt MD Shadow Dancer constraints (12 colors for Musashi, one palette for the background, and clever use of the rest). Except for that, I'll try to...
by tryphon
Mon Dec 22, 2014 1:09 pm
Forum: SGDK
Topic: Multisprites ?
Replies: 29
Views: 20311

Of course the sprite engine only load the current AnimationFrame in VRAM else you quickly run out of VRAM ! Some games do load all frames at once (okay, the only ones I know are RPGs) I think you got the idea ! Got it, thanks :) But you really need to understand the different sprite structures befo...
by tryphon
Sun Dec 21, 2014 9:34 am
Forum: SGDK
Topic: Multisprites ?
Replies: 29
Views: 20311

Thanks for the answer. Still some questions (don't hesitate to tell me if I'm getting... er... "lourd") : * let's say I have all animations in a spritesheet and the resulting SpriteDefinition structure. Will all the tiles composing all the AnimationFrames be loaded in VRAM at once, or will the engin...
by tryphon
Sat Dec 20, 2014 6:17 pm
Forum: SGDK
Topic: Multisprites ?
Replies: 29
Views: 20311

Thanks. If I understand correctly your terminology : * a tile is a 8*8 bitmap * a frame is an assembly of "sprites in the sense of VDP" (you call it a VDPsprite?) * a sprite is a set of frames * Genres isn't yet able to detect empty tiles in a frame. I guess it's not yet able to detect shared tiles ...
by tryphon
Sat Dec 20, 2014 9:05 am
Forum: SGDK
Topic: Multisprites ?
Replies: 29
Views: 20311

Multisprites ?

hi,

when you have to draw a sprite whose size is more than 32x32, you have to cut it into several smaller sprites.

I call this assembly a Multisprite, but there may be a more widespread terminology.

Are there functions in SGDK to handle it or have I to code it ?
by tryphon
Mon Dec 15, 2014 9:02 am
Forum: Blabla
Topic: FYI: Japanese game history book blacklisted by media
Replies: 4
Views: 9983

I have this book and it's indeed full of interesting anecdotes.
by tryphon
Thu Dec 04, 2014 4:05 pm
Forum: SGDK
Topic: Scrolling map
Replies: 11
Views: 8415

That seemed obvious but I'd rather ask :)
Thanks for your answers.
by tryphon
Thu Dec 04, 2014 3:54 pm
Forum: SGDK
Topic: Scrolling map
Replies: 11
Views: 8415

Thanks :)

If the map is uncompressed in ROM, am I forced to unpack it (I suppose it transfers it to RAM, and I'd prefer avoid that) ?
by tryphon
Thu Dec 04, 2014 10:21 am
Forum: SGDK
Topic: Scrolling map
Replies: 11
Views: 8415

Scrolling map

I want to make a sample of a map, scrolling both horizontally and vertically, being wider and higher than the plane it's drawn onto. I see there's a Map class in SGDK. I was wondering if methods to update the plane had been implemented, or if I have to code them (I know propeller does that and I'll ...
by tryphon
Wed Dec 03, 2014 7:02 pm
Forum: Megadrive/Genesis
Topic: Random questions about games I study
Replies: 11
Views: 7090

Thanks for the answer :)

I'd gladly get explanations, but I wouldn't like to take your time away. I made some researchs and suppose you're referring to this thread, it'll be a nice read.

While I'm at it, thank you for your genhw and genvdp documents, which are always a great help :)
by tryphon
Wed Dec 03, 2014 4:05 pm
Forum: Megadrive/Genesis
Topic: Random questions about games I study
Replies: 11
Views: 7090

Yes, of course! I had a different very specific goal in mind :)

There are many things I wonder if they are possible using HBLANK. For example, is it possible to draw more sprites than what is theoretically possible (80) by changing the y values during HBLANK ?
by tryphon
Tue Dec 02, 2014 8:55 pm
Forum: Megadrive/Genesis
Topic: Random questions about games I study
Replies: 11
Views: 7090

The scroll tables only hold values for the visible display. The numbers don't add up because you have the vertical and horizontal resolution flipped. The display is 240 lines tall and 320 pixels high (in H40 V30 mode anyway). Also the horizontal scroll table isn't really 1024 bytes. It's max size i...
by tryphon
Tue Dec 02, 2014 3:01 pm
Forum: Megadrive/Genesis
Topic: Random questions about games I study
Replies: 11
Views: 7090

Another question, really dumb this one : if I understood correctly : * horizontal scrolling can be specified for a whole plane, or line (1 pixel height) per line, or cell (8 pixels height) per cell. So I assume it uses 2 planes * 2 bytes (case of whole plane), up to 2*1024*2 bytes (case of per line ...
by tryphon
Mon Dec 01, 2014 10:33 pm
Forum: Megadrive/Genesis
Topic: Random questions about games I study
Replies: 11
Views: 7090

Thanks :)
by tryphon
Mon Dec 01, 2014 9:58 pm
Forum: Megadrive/Genesis
Topic: Random questions about games I study
Replies: 11
Views: 7090

Thanks! Good to know.

Is it true also for long writes ?