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gens kmod and sprite limitations
Posted: Mon Apr 30, 2007 4:30 pm
by evildragon
i just noticed today, that KMod has no sprite limitation, like real hardware, and KEGA Fusion have...
is there anyway to correct this, so i'll know closely to what a program will look like on real hardware? i was coding something and didn't even know i hit the sprite limit, cause when i loaded it on real hardware, some graphics were missing..
Posted: Mon Apr 30, 2007 5:26 pm
by KanedaFr
I personnaly never read manual before I wrote KMod's
Now, I read EVERY readme/*.hlp/*.chm I found with little tools I download because I KNOW what it does when you see someone asking for features already available
for your information, Gens has the sprite limit (Graphics>Sprite Limit)
and KMod can spy when you reach it (Options>Debug... check Sprite Limit)
I must say it's only for the 80 overall sprites, not the sprite per line limit.
I tried to add it but I'm really not good at X86 ASM

Posted: Mon Apr 30, 2007 6:08 pm
by evildragon
KanedaFr wrote:I personnaly never read manual before I wrote KMod's
Now, I read EVERY readme/*.hlp/*.chm I found with little tools I download because I KNOW what it does when you see someone asking for features already available
for your information, Gens has the sprite limit (Graphics>Sprite Limit)
and KMod can spy when you reach it (Options>Debug... check Sprite Limit)
I must say it's only for the 80 overall sprites, not the sprite per line limit.
I tried to add it but I'm really not good at X86 ASM

crap, i used to know X86 assembly.. actually, it was pure 8086 assembly, and IBM BASICA lol
damn, it was in front of my eyes... oops! my bad..