Search found 316 matches
- 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...
- 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...
- 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...
- 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 ...
- 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 ?
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 ?
- Mon Dec 15, 2014 9:02 am
- Forum: Blabla
- Topic: FYI: Japanese game history book blacklisted by media
- Replies: 4
- Views: 9983
- Thu Dec 04, 2014 4:05 pm
- Forum: SGDK
- Topic: Scrolling map
- Replies: 11
- Views: 8415
- Thu Dec 04, 2014 3:54 pm
- Forum: SGDK
- Topic: Scrolling map
- Replies: 11
- Views: 8415
- 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 ...
- 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
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
- Wed Dec 03, 2014 4:05 pm
- Forum: Megadrive/Genesis
- Topic: Random questions about games I study
- Replies: 11
- Views: 7090
- 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...
- 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 ...
- Mon Dec 01, 2014 10:33 pm
- Forum: Megadrive/Genesis
- Topic: Random questions about games I study
- Replies: 11
- Views: 7090
- Mon Dec 01, 2014 9:58 pm
- Forum: Megadrive/Genesis
- Topic: Random questions about games I study
- Replies: 11
- Views: 7090