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Posted: Sun Feb 08, 2015 7:51 pm
by bioloid
Yes i didnt add tiles checking in the compiler, should be better now.
Added the human/car mode (take the car with A when near), and ability to walk on roofs.

is there any place with vgm musics "free of rights" ?

Posted: Fri Mar 06, 2015 8:13 pm
by bioloid
running better now : https://www.facebook.com/video.php?v=14 ... 18&theater
a bit stuck on design, will see..

Posted: Mon Mar 09, 2015 1:39 pm
by Stef
Really impressive =) Many sprites on screen and i do like the car physic :p
Really hope you will get it further !

Re: TileSet internal data

Posted: Sat Jan 14, 2023 1:14 pm
by bioloid
2015? 2023?
Just got it build with the latest SGDK version, without trouble.
And indeed it needs to go somewhere, so I'm back on it :)
Lot of bugs it seems, need to relook all this.
Cheers.

Re: TileSet internal data

Posted: Sat Jan 14, 2023 3:10 pm
by bioloid
I just recorded video : https://youtu.be/RGsP-NOUxPw
lol bugged, but could be cool.

Re: TileSet internal data

Posted: Sun Jan 15, 2023 10:25 pm
by Chilly Willy
That it pretty cool. It's a good start, at least.

Re: TileSet internal data

Posted: Tue Jan 17, 2023 6:20 pm
by bioloid
Thanks :)
Is there a fast way to disable/enable a plane ? I want to try to do it in the hint, to test another transparency method.

Re: TileSet internal data

Posted: Tue Jan 17, 2023 8:37 pm
by bioloid
Ok i can do it with vscroll i think, map update will be tricky will see

Re: TileSet internal data

Posted: Tue Jan 17, 2023 8:43 pm
by bioloid
quite artistic :D https://youtu.be/g-kI9FTZQ9g
juste applying random vertical scroll 1 on 2 lines, if i set a whole blank tile somewhere (and update location while scrolling) it may do it...

Re: TileSet internal data

Posted: Tue Jan 17, 2023 9:10 pm
by bioloid
On gameboy I was using bgb emulator, which have a great debugger to display tiles & planes, i wonder if there is the same for genny please ?

Re: TileSet internal data

Posted: Tue Jan 17, 2023 11:38 pm
by Chilly Willy
The fastest way to "disable" a plane is to point it to a "blank" name table - a section of memory with all entries set to whatever tile is your "blank" tile. That also means you would need room in vram for that blank name table. If you don't have the room for that, you're stuck filling the name table to be "disabled" to entries set to whatever your "blank" tile is. Not as fast, but uses less memory.

You could fill the name table using VDP FILL DMA for better speed.

Re: TileSet internal data

Posted: Wed Jan 18, 2023 8:45 am
by bioloid
Thanks, will try.

While searching I tested something in this : https://forums.sonicretro.org/index.php ... ter.29413/
I guess I shouldnt try those ;) and not working in emulators

Re: TileSet internal data

Posted: Wed Jan 18, 2023 5:46 pm
by bioloid
Switching bgbaddress to cleared mem seems to do it : https://youtu.be/ipGwenFKt2o
then i can have dynamic transparency to disable it when running on roof, and not care about it in level design (not much..).

Re: TileSet internal data

Posted: Wed Jan 18, 2023 11:07 pm
by Chilly Willy
Definitely better. I love isometric games like that. Takes me back to one of my all-time favorite games on the Amiga: The Faery Tale Adventures.

Re: TileSet internal data

Posted: Sun Jan 22, 2023 1:55 pm
by bioloid
Sonic 3D :)

is there something to retrieve current Hline index ? (trying to stabilize it)