Use SPR_setVisibility. Then on the second parameter, alternate between VISIBLE and HIDDEN
If you manage your own tick count (i.e. increments every cycle), you can do something like:
SPR_setVisibility(sprite, SYS_COUNTER & 1 ? HIDDEN : VISIBLE);
Search found 50 matches
- Sun Nov 24, 2019 7:16 pm
- Forum: SGDK
- Topic: Simplest way to make a sprite blink
- Replies: 2
- Views: 4607
- Mon Nov 18, 2019 2:26 am
- Forum: Demos
- Topic: Street Fighter Alpha Mockup
- Replies: 19
- Views: 31671
Re: Street Fighter Alpha Mockup
Nice progress!
- Sat Nov 16, 2019 5:25 am
- Forum: SGDK
- Topic: SPRITE frame size limit
- Replies: 4
- Views: 6265
Re: SPRITE frame size limit
Thanks for looking into it, anyway.
- Mon Nov 11, 2019 11:03 am
- Forum: SGDK
- Topic: NOOB question - How do I get the frame count?
- Replies: 8
- Views: 10368
Re: NOOB question - How do I get the frame count?
You could increment a variable every vsync, then use modulo so it "wraps" around at specific intervals. So something like: i++; wait_vsync(); i%=60; if (i == 0) doSomething(); // fires every 60 ticks or ~1 second The SPRITE structure has a time value that is decremented on SPR_update. If it reaches ...
- Mon Nov 11, 2019 7:20 am
- Forum: SGDK
- Topic: NOOB question - How do I get the frame count?
- Replies: 8
- Views: 10368
Re: NOOB question - How to I get the frame count?
I haven't used them myself, but there's SYS_getFPS in sys.c and getSubTick in timer.c. Might be what you're looking for.
- Fri Nov 08, 2019 10:42 am
- Forum: SGDK
- Topic: SPRITE frame size limit
- Replies: 4
- Views: 6265
Re: SPRITE frame size limit
Wouldn't it be possible to just use u8 to get the full 8bit range rather than s8? After all, a Sprite structure's natural anchor is upperleft anyway. Or is the sign bit used for something?
- Thu Nov 07, 2019 3:37 pm
- Forum: SGDK
- Topic: SPRITE frame size limit
- Replies: 4
- Views: 6265
SPRITE frame size limit
Rescomp imposes a limit for a sprite frame to be 128px by 128px max. Is it a limit imposed by the MegaDrive hardware? Or can the sprite frame be larger than 128px by 128px as long as the final optimized cut of a sprite is less than 16 VDP sprites? I ask because sprites can have empty spaces/tiles, s...
- Sat Nov 02, 2019 4:49 am
- Forum: Demos
- Topic: Street Fighter Alpha Mockup
- Replies: 19
- Views: 31671
Re: Street Fighter Alpha Mockup
Hi Mauro. Here's a build with a smoother fireball animation, as well as slightly faster idle animation. Weren't you the one who makes the M.U.G.E.N.-type fighter for the MegaDrive? And also remaking the original Street Fighter? I believe you are more knowledgeable with the subject matter (creating f...
- Fri Oct 25, 2019 3:38 pm
- Forum: Demos
- Topic: Street Fighter Alpha Mockup
- Replies: 19
- Views: 31671
Re: Street Fighter Alpha Mockup
Thank you. That was very informative. I hope the other readers can pick up bits of info as well.
- Fri Oct 25, 2019 1:34 pm
- Forum: Demos
- Topic: Street Fighter Alpha Mockup
- Replies: 19
- Views: 31671
Re: Street Fighter Alpha Mockup
The CPS-2's resolution is tricky. Usually it's 384x224. It's got the same pixel height as an NTSC MD, but wider. Though was it treated as wide-screen or was it 4:3 in the arcades? 320x224 with 20% narrower sprites would be ok, but yeah 320x200 would be better. But how would you do letterboxing? Add ...
- Fri Oct 25, 2019 2:51 am
- Forum: SGDK
- Topic: Max number of tiles in H40 mode
- Replies: 1
- Views: 4268
Re: Max number of tiles in H40 mode
Hi. I'll try to answer to the best of my understanding. Afaik, the maximum number of unique PLAN tiles is arbitrary. It depends on how you configure the VRAM layout. However, by default, SGDK would upload the PLAN tiles at offset 0x0, while the sprites start at offset 0x03A0 (928th index). So if you...
- Wed Oct 23, 2019 5:59 pm
- Forum: Demos
- Topic: Street Fighter Alpha Mockup
- Replies: 19
- Views: 31671
Street Fighter Alpha Mockup
Someone in the Sega-16 boards asked whether the MegaDrive can do a game like Street Fighter Alpha. There was an SFA2 port on the SNES, and I guess if someone uses those assets, probably it can minus some effects (like the Z animation intro in every battle). Still, I tried experimenting with a SFA mo...
- Wed Oct 16, 2019 8:56 am
- Forum: SGDK
- Topic: SGDK CodeBlocks Linux
- Replies: 9
- Views: 9421
Re: SGDK CodeBlocks Linux
I don't use Linux for SGDK development, but if it's anywhere similar to Windows, you should run the MAKE script, and not Compile or Build.
You might need to configure your IDE for include paths as well, if it has anything like Intellisense or Autocomplete.
You might need to configure your IDE for include paths as well, if it has anything like Intellisense or Autocomplete.
- Mon Oct 14, 2019 1:15 pm
- Forum: Demos
- Topic: 31-Color Dual Plane Images
- Replies: 5
- Views: 16601
Re: 31-Color Dual Plane Images
As I've used only vanilla Gimp to optimize the colors, I didn't derive it from the 512 color selection of the MegaDrive. I use a Gimp plugin called "python-fu-palette-change". I set it to 9bit color, but some colors don't really fit the MD totall palette. Gimp indexed palettes, on the other hand, ar...
- Sat Oct 12, 2019 12:28 pm
- Forum: SGDK
- Topic: Horizontal Scroll not showing all background image
- Replies: 20
- Views: 21765
Re: Horizontal Scroll not showing all background image
If scrolling is still troubling you, I've altered the SGDK's "Sprite" example to do basic scrolling. (see attachment, scrolling.zip) Made the playfield wider (1280px wide) to see the effect. Also, removed the BEST compression for the tilemaps, as VDP_setMapEx is slower when decompressing data (too s...