Search found 151 matches
- Mon Apr 25, 2016 12:18 am
- Forum: SGDK
- Topic: Simplest way to swap sprite flames?
- Replies: 7
- Views: 5163
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: 5163
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...
- Wed Apr 13, 2016 10:22 am
- Forum: SGDK
- Topic: Simplest way to swap sprite flames?
- Replies: 7
- Views: 5163
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: 5163
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: 3406
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...
- Sat Apr 02, 2016 9:05 pm
- Forum: SGDK
- Topic: Tiles and sprites question
- Replies: 21
- Views: 12490
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: 12490
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: 7206
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: 7206
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: 7206
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: 7206
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: 7206
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...
- 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: 3546
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...
- Mon Feb 22, 2016 9:34 am
- Forum: SGDK
- Topic: is a fix32 positive only?
- Replies: 4
- Views: 3329
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: 3329
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 !