Announce (tech) demos or games releases
Moderator: Mask of Destiny
haroldoop
Very interested
Posts: 160 Joined: Sun Apr 29, 2007 10:04 pm
Location: Belo Horizonte, MG, Brazil
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by haroldoop » Tue Aug 05, 2014 9:51 pm
Nice game!
Stef
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Posts: 3131 Joined: Thu Nov 30, 2006 9:46 pm
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by Stef » Wed Aug 06, 2014 8:10 am
Very well done nolddor !
The game is really polished
Did you sorted the white line problem by the way ?
nolddor
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Posts: 102 Joined: Sun Jun 02, 2013 1:35 pm
Location: Spain
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by nolddor » Wed Aug 06, 2014 8:53 am
no at the moment T_T
Stef
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by Stef » Wed Aug 06, 2014 9:50 am
is it related to CRAM writing ?
nolddor
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Posts: 102 Joined: Sun Jun 02, 2013 1:35 pm
Location: Spain
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by nolddor » Wed Aug 06, 2014 9:53 am
I don't know, i need to do some test yet, but i think is related to use setpalette function or fade.
VDP_clearplan isn't the problem, i think...
Stef
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by Stef » Wed Aug 06, 2014 11:55 am
Yeah i think so, as i told you, updating CRAM during active period is the problem, so before any setPalette call you should do a VDP_waitVSync().
Palette fading methods do it for you.
nolddor
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Posts: 102 Joined: Sun Jun 02, 2013 1:35 pm
Location: Spain
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by nolddor » Wed Aug 06, 2014 12:02 pm
I'll try to use ( VDP_waitVSync(); VDP_setPalette(); ) instead of only ( VDP_setPalette(); ) this afternoon and I'll tell you the results.
But i think i've made this test before w/o success.
Stef
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by Stef » Wed Aug 06, 2014 12:04 pm
Give it a try, i think it will help
nolddor
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Posts: 102 Joined: Sun Jun 02, 2013 1:35 pm
Location: Spain
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by nolddor » Wed Aug 06, 2014 2:36 pm
Yes, Im right.
I've just put a VDP_waitVsync() before all my VDP_setPalette() functions and the problem continues.
Stef
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by Stef » Wed Aug 06, 2014 4:07 pm
err, sad :-/ can you eventually make a picture of the problem ? it would really help me to understand what happen.
nolddor
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Posts: 102 Joined: Sun Jun 02, 2013 1:35 pm
Location: Spain
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by nolddor » Wed Aug 06, 2014 7:46 pm
Check out this!
I hope to can be useful for you
PICTURES: [IMG1] [IMG2] [IMG3]
VIDEO: [LINK] ( You can see white dots bug in frame numbers: 66, 73 and 345 )
TmEE co.(TM)
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Posts: 2452 Joined: Tue Dec 05, 2006 1:37 pm
Location: Estonia, Rapla City
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by TmEE co.(TM) » Wed Aug 06, 2014 10:59 pm
These are midframe CRAM accesses. You can see same stuff in waterline of Sonic games for example.
Stef
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by Stef » Thu Aug 07, 2014 8:09 am
Thanks for the pictures and the video ! So now i can definitely confirm you these are the famous CRAM dot accesses i was speaking about... mean you access CRAM in active period. Actually a lot of games suffers from this problem and don't really care but if you really want to remove them then just don't change CRAM in active period (only during vblank, then dot appears at bottom).
nolddor
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Posts: 102 Joined: Sun Jun 02, 2013 1:35 pm
Location: Spain
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by nolddor » Thu Aug 07, 2014 9:58 am
OK thanks for the advice i'll try to remove those dots i don't like seeing it jaja