Hi,
Is there anything I need to configure to use the WINDOW plane? I wanted to see how the WINDOW plane works but I'm not sure if it's even activated. I couldn't find anything obvious in the SGDK code.
I was attempting to just draw text with VDP_drawTextBG(WPLAN, ...) but nothing appeared on ...
Search found 710 matches
- Sat May 05, 2012 12:39 am
- Forum: Video Display Processor
- Topic: Getting the WINDOW plane to work?
- Replies: 7
- Views: 8826
- Thu May 03, 2012 5:38 pm
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 16938
- Thu May 03, 2012 5:15 pm
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 16938
- Thu May 03, 2012 5:12 pm
- Forum: Video Display Processor
- Topic: Fastest way to fill the visible part of a background layer?
- Replies: 11
- Views: 9583
- Thu May 03, 2012 4:05 pm
- Forum: Megadrive/Genesis
- Topic: Totally noob questions about sound/music
- Replies: 18
- Views: 16938
- Thu May 03, 2012 12:59 pm
- Forum: Video Display Processor
- Topic: Fastest way to fill the visible part of a background layer?
- Replies: 11
- Views: 9583
You supposed to turn the screen off while putting all needed data (graphics, initial nametable data) into the VRAM. When the screen is turned off, there is no need to fit into the vblank time, so you can fill up the VRAM much faster.
Ah, I didn't know you could turn off the screen! I'll try that ...
Ah, I didn't know you could turn off the screen! I'll try that ...
- Thu May 03, 2012 2:48 am
- Forum: Video Display Processor
- Topic: Fastest way to fill the visible part of a background layer?
- Replies: 11
- Views: 9583
Fastest way to fill the visible part of a background layer?
Hi,
At the very first frame of my game, I fill out the visible tiles of the A plane. (when the screen scrolls around, I just fill out the edges that become visible) Currently this plane fill function, which I've only done a first pass on, is noticeably slow. I'm calling VDP_setTileMap for every ...
At the very first frame of my game, I fill out the visible tiles of the A plane. (when the screen scrolls around, I just fill out the edges that become visible) Currently this plane fill function, which I've only done a first pass on, is noticeably slow. I'm calling VDP_setTileMap for every ...
- Mon Apr 30, 2012 12:00 am
- Forum: SGDK
- Topic: Estimating ram and rom usage?
- Replies: 8
- Views: 6424
- Sun Apr 29, 2012 12:13 pm
- Forum: SGDK
- Topic: Estimating ram and rom usage?
- Replies: 8
- Views: 6424
Estimating ram and rom usage?
Hi,
Is there a way to estimate how much ram is being used by my game? Without having to count every variable in my code, that is.
Also, how can I tell how large my game rom is without the padding?
(as usual, I'm using SGDK)
Thanks!
DJCC
Is there a way to estimate how much ram is being used by my game? Without having to count every variable in my code, that is.
Also, how can I tell how large my game rom is without the padding?
(as usual, I'm using SGDK)
Thanks!
DJCC
sikthehedgehog on Youtube pointed out that I was probably updating my sprite table too late after vsync, and sure enough that was the problem. I figured it was something like that.
I was waiting for vsync, then drawing sprites through SGDK's functions but only calling its VDP_updateSprites function ...
I was waiting for vsync, then drawing sprites through SGDK's functions but only calling its VDP_updateSprites function ...
- Mon Apr 23, 2012 4:42 pm
- Forum: Video Display Processor
- Topic: Manipulating sprite overlap?
- Replies: 2
- Views: 3956
Manipulating sprite overlap?
Hi,
Are there ways to change the way sprites overlap each other? I know sprite priorities affect how they've drawn relative to the backgrounds, but what do I do if I want certain sprites to be under or over other ones? Are sprites with higher index (set with VDP_setSprite(index, etc) for example ...
Are there ways to change the way sprites overlap each other? I know sprite priorities affect how they've drawn relative to the backgrounds, but what do I do if I want certain sprites to be under or over other ones? Are sprites with higher index (set with VDP_setSprite(index, etc) for example ...
http://youtu.be/tO7LMUyExqs
The last video was boring, so I added an explosion sprite and changed the bullet firing to make it look more exciting.
The last video was boring, so I added an explosion sprite and changed the bullet firing to make it look more exciting.