Search found 13 matches

by gameblabla
Sat Feb 25, 2017 3:26 am
Forum: Super 32X
Topic: Faster Sprites routines on the 32X?
Replies: 11
Views: 4844

Re: Faster Sprites routines on the 32X?

Yeah i though about the problem just after having posted the code. The problem is that sprite can be display at any X offset so possible odd address. With 32 bit pointer you force address to be align on 4 bytes, which result in the X movement 4 pixels wide movement. So you definitely need to pass b...
by gameblabla
Fri Feb 24, 2017 12:07 am
Forum: Super 32X
Topic: Faster Sprites routines on the 32X?
Replies: 11
Views: 4844

Re: Faster Sprites routines on the 32X?

Hmm.... Sorry for annoying you but your new code does not work well for me, the sprites moves correctly vertically but not horizontally. Here's the source : https://github.com/gameblabla/32x-playground And the ROM : https://github.com/gameblabla/32x-playground/raw/master/Example.32x The sprites move...
by gameblabla
Thu Feb 23, 2017 4:07 am
Forum: Super 32X
Topic: Faster Sprites routines on the 32X?
Replies: 11
Views: 4844

Re: Faster Sprites routines on the 32X?

I could be wrong but i think you forgot to add fbOff++; in the while(x--) loop. I couldn't get it to work as is so i had to hack it a bit : inline void drawSprite(vu32* spriteBuffer, vu16 x, vu16 y, unsigned short xWidth, unsigned char yWidth) { vu32 *frameBuffer8 = (vu32*) &MARS_OVERWRITE_IMG; vu16...
by gameblabla
Tue Feb 21, 2017 11:45 pm
Forum: Super 32X
Topic: Faster Sprites routines on the 32X?
Replies: 11
Views: 4844

Re: Faster Sprites routines on the 32X?

The feature is optional, depends on which address you're using to access the framebuffer (0x24000000 doesn't do it, 0x24020000 does, if I'm reading the manual correctly). Hmm, you're right but oddly enough, i was not using 0x24020000 but 0x24000000 and my sprite was still transparent. Strange. Anyw...
by gameblabla
Mon Feb 20, 2017 10:04 pm
Forum: Super 32X
Topic: Faster Sprites routines on the 32X?
Replies: 11
Views: 4844

Faster Sprites routines on the 32X?

I'm back again (almost gave up on the 32X but i just came back now) and it is clear to me that the 32K color mode is unusable for games, only for static screens. I switched back to using the 256-color mode and after some changes to 32x_images.c, i came up with the following : void drawBackground(cha...
by gameblabla
Tue May 10, 2016 1:42 am
Forum: Super 32X
Topic: [C] Sprite examples for 32X ?
Replies: 5
Views: 3189

Re: [C] Sprite examples for 32X ?

Ok, so i'm already running out of memory... The 32X has two framebuffers of 128Ko, right ? If so, then can i use the other framebuffer to store graphics ? Can it be used at all for that purprose ? Because it seems that i can't display more than a 320x202 screen in 32K mode... I counldn't manage to m...
by gameblabla
Fri May 06, 2016 2:16 am
Forum: Super 32X
Topic: [C] Sprite examples for 32X ?
Replies: 5
Views: 3189

Re: [C] Sprite examples for 32X ?

Well, the 32x does not have hardware sprites (unless you use the Genesis' ones, of course), but you can do it via software; maybe you could take a look at Olivier's SuperVDP or, if you want a 32768 color example with software sprites, maybe you could take a look at my slow, unoptimized and still a ...
by gameblabla
Thu May 05, 2016 10:40 pm
Forum: Super 32X
Topic: [C] Sprite examples for 32X ?
Replies: 5
Views: 3189

[C] Sprite examples for 32X ?

Hello guys, so i managed to compile the toolchain and all and i'm already having some issues with drawing on the 32X. I was able to show a 32K picture on screen but drawing a sprite that can be anywhere on screen with transparency is a little more difficult... The examples Chilly provides (32x_image...
by gameblabla
Fri Jan 31, 2014 4:25 pm
Forum: Demos
Topic: Hide the Baby for Sega CD
Replies: 7
Views: 3992

Thanks everyone ! And yes , Nick weihs's game is pretty funny i agree. :d Hope you don't mind, but I loved this concept so much that I did a write-up for it on the site I write for called Retro Game Network... Let me know if there is anything you'd want me to add/delete/etc... Smile Thanks for your ...
by gameblabla
Thu Jan 30, 2014 1:16 am
Forum: Demos
Topic: Hide the Baby for Sega CD
Replies: 7
Views: 3992

Hide the Baby for Sega CD

http://img95.xooimage.com/files/f/2/6/hide-1-439ca75.png Hello everyone ! Hide The Baby was a game by Nick Weihs for PC , Ouya and Web browsers. I reprogrammed the whole game for Sega CD and worked on it for almost one week and now , it is done and complete. The game itself : Basically , you're a s...
by gameblabla
Sun Sep 29, 2013 10:59 pm
Forum: Demos
Topic: Unlucky Pony for SegaCD
Replies: 9
Views: 7494

Thanks for the feedback guys ! I'm kinda surprised really , i think you set your expectations too high... I "only" worked 1-2 months on this game , i was not planing to make an AAA game... Anyway i've released a new update and here's the changelog : - A bit more polished (Presentation , graphics etc...
by gameblabla
Sun Sep 29, 2013 10:32 am
Forum: Demos
Topic: Unlucky Pony for SegaCD
Replies: 9
Views: 7494

What a useless pile of shit. Like 99% of BEX homebrew. The fact that it's "my little perversion" makes it worse. Says the guy who used BEX back in 2009. Seriously , this is my first post on the forum and that is how you welcome me ? Did you even tried it ? If according to you my game is a "pile of ...
by gameblabla
Sat Sep 28, 2013 9:47 pm
Forum: Demos
Topic: Unlucky Pony for SegaCD
Replies: 9
Views: 7494

Unlucky Pony for SegaCD

http://gameblabla.netai.net/web_images/32xlogoup.png Hi everyone ! I have released a new game for SegaCD based on a homebrew game i did for 3DO. This game was programmed in basiegaxorz in case you're wondering. You play as "Rinblow Trash" , a pony who is always in trouble. In your quest , you will ...