Is it possible to 'mirror' the screen easily?
Moderator: Stef
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Re: Is it possible to 'mirror' the screen easily?
My fault... i was so certain it was working (and at some point i guess it was as i tested it) but i probably broke it afterward :-/
Re: Is it possible to 'mirror' the screen easily?
yet would be great if be possible to mirror layers in the program just like sprites.
to argument of function DrawImage - mirror flag.
It would be useful in the creation similar engine with pre-rendered wall's:
https://youtu.be/zw0kqJp3NYw?t=334
to argument of function DrawImage - mirror flag.
It would be useful in the creation similar engine with pre-rendered wall's:
https://youtu.be/zw0kqJp3NYw?t=334
Re: Is it possible to 'mirror' the screen easily?
...Though, probably, instead of prerender better to use ZeroTolerance\bloodshot-like algorithm.
I know that gasega the already made fast raycasting engine. But there are wall on map angle only 90 degrees.
In ZT or BattleFrenzy - morphing pictures, not raycasting.
This can be realized only getPixel (from picture in RAM) putPixel (to screen).
Is there a similar functions in SGDK?
I know that gasega the already made fast raycasting engine. But there are wall on map angle only 90 degrees.
In ZT or BattleFrenzy - morphing pictures, not raycasting.
This can be realized only getPixel (from picture in RAM) putPixel (to screen).
Is there a similar functions in SGDK?
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Re: Is it possible to 'mirror' the screen easily?
How do I do that test with my tile sets/images? Is that VDP RAM window from a special app?
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Re: Is it possible to 'mirror' the screen easily?
There is a software bitmap engine in SGDK which allow you to do pixel operation. You can also use it for simple 3D flat rendering (you have methods for that as well in SGDK), you can see the interesting methods for that in bmp.h header.alko wrote:...Though, probably, instead of prerender better to use ZeroTolerance\bloodshot-like algorithm.
I know that gasega the already made fast raycasting engine. But there are wall on map angle only 90 degrees.
In ZT or BattleFrenzy - morphing pictures, not raycasting.
This can be realized only getPixel (from picture in RAM) putPixel (to screen).
Is there a similar functions in SGDK?
Re: Is it possible to 'mirror' the screen easily?
So.. and what is the state of this? I have experienced this bug myself some time ago, and I' ve seen another post on this forum pointing to that problem. Is it fixed already?Stef wrote:My fault... i was so certain it was working (and at some point i guess it was as i tested it) but i probably broke it afterward :-/
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Re: Is it possible to 'mirror' the screen easily?
Not yet unfortunately, i still am in my big work on the sprite engine, but don't worry that is in my to do list and I plan to fix it for the next official SGDK version.
Re: Is it possible to 'mirror' the screen easily?
whether is possible to know when the next release?
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Re: Is it possible to 'mirror' the screen easily?
Sorry but no :-/ I really can't give any date about it, of course i understand the sooner the better but given my spare time and how slow i am when working of that kind of stuff it's really difficult to estimate when will be the next version. Ideally i would like to have it ready in 1 month but i'm afraid that is far too optimist... But i can try to specifically fix that problem quickly in rescomp and push the changes over Github so you will be able to use the new rescomp before the next official version of SGDK.