Search found 27 matches

by Vic
Mon Jan 15, 2024 11:36 am
Forum: Super 32X
Topic: DMA DEI
Replies: 6
Views: 9350

Re: DMA DEI

Chilly's sound driver uses DMA end interrupts to pass data to the PWM: http://gendev.spritesmind.net/forum/viewtopic.php?t=1253 , so we do know that setting the 2-nd bitflag in CHCR works on real hardware. Alas, Gens indeed doesn't support this feature, hence no sound effectx in Doom 32X Resurrectio...
by Vic
Sun Jun 11, 2023 6:50 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 405623

Re: New 32x game in development!

Some nice little discussion there! And thanks for the shout-out :)
by Vic
Wed Apr 19, 2023 4:25 pm
Forum: Super 32X
Topic: Runtime issues with built d32xr
Replies: 1
Views: 2570

Re: Runtime issues with built d32xr

You should use WAD file from the D32XR ROM, the one from JagDoom isn't guaranteed to work at all.
by Vic
Sat Feb 18, 2023 7:09 pm
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 405623

Re: New 32x game in development!

matthewnimmo wrote:
Sat Feb 18, 2023 5:05 pm
How do I gather the overall with of msx or any font for that matter?
Number of characters * character width, which I assume must be 8
by Vic
Sat Feb 18, 2023 11:18 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 405623

Re: New 32x game in development!

a) the best way to do something is usually the one that works. your code looks fine to me
b) the stride that you pass for the msx font is most likely wrong. the stride has to encompass all horizontal pixels of the image/spritesheet, it can't be 8
by Vic
Mon Feb 06, 2023 8:05 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 405623

Re: New 32x game in development!

Change your drawing code to the following: int crop_x, crop_y, crop_width, crop_height; crop_height = 32; crop_width = 32; crop_y = 4; crop_x = 4; int src_width = 320; unsigned char *src = (unsigned char*)(sprite_sheet + crop_y * src_width + crop_x); draw_sprite(npc_sprite_currentX_position-currentM...
by Vic
Sun Feb 05, 2023 8:40 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 405623

Re: New 32x game in development!

I've added support for custom stride to my sprite drawing routines. Check out the new function prototypes in draw.h, usage example - in main.c. Cheers!
by Vic
Sat Feb 04, 2023 9:32 am
Forum: Announcement
Topic: New 32x game in development!
Replies: 101
Views: 405623

Re: New 32x game in development!

As of now, the drawing routines in yatssd do not support arbitary stride/pitch for sprites. The stride would need to be passed as a new field in drawsprcmd_t and the routines in draw_inc.h would have to take it into account.
by Vic
Mon Sep 12, 2022 6:48 pm
Forum: Super 32X
Topic: Yet Another Tilemap and Super Scaler Demo
Replies: 20
Views: 23411

Re: Yet Another Tilemap and Super Scaler Demo

Let's say, my font binary files attached below. Here is a palette data: $000,$EEE,$000,$EA0,$46C,$04E,$EEE,$EEE,$02A,$CCC,$68E,$AAC,$EEA,$AAC,$EC2,$EC6 What should I change in the d32xr/src-md/crt0.s text to make load_font refer to the attached files instead of assembly code, and where is the lines...
by Vic
Fri Sep 09, 2022 4:05 pm
Forum: Super 32X
Topic: Yet Another Tilemap and Super Scaler Demo
Replies: 20
Views: 23411

Re: Yet Another Tilemap and Super Scaler Demo

Yes, along with put_chr, xvprintf, dbug_queue, etc
by Vic
Thu Sep 08, 2022 11:36 am
Forum: Super 32X
Topic: Yet Another Tilemap and Super Scaler Demo
Replies: 20
Views: 23411

Re: Yet Another Tilemap and Super Scaler Demo

Then indeed it'd be best to use the string drawing code from D32XR: https://github.com/viciious/d32xr/tree/master/src-md
by Vic
Wed Sep 07, 2022 7:57 am
Forum: Super 32X
Topic: Yet Another Tilemap and Super Scaler Demo
Replies: 20
Views: 23411

Re: Yet Another Tilemap and Super Scaler Demo

Note that if you're planning to use MD planes for drawing font glyphs, you won't be able to use them in your tilemaps.
by Vic
Tue Sep 06, 2022 3:08 pm
Forum: Super 32X
Topic: Yet Another Tilemap and Super Scaler Demo
Replies: 20
Views: 23411

Re: Yet Another Tilemap and Super Scaler Demo

Only 1 bit depth? But how then to use a 4bpp tile fonts (through the MD GFX layers withal)? 4bpp MD fonts simply aren't supported. Look, YATSSD is just a proof-of-concept demo with limited functionality, not a fully fledged SDK. If case you need some some functionality that's missing, you gonna hav...
by Vic
Tue Sep 06, 2022 7:24 am
Forum: Super 32X
Topic: Yet Another Tilemap and Super Scaler Demo
Replies: 20
Views: 23411

Re: Yet Another Tilemap and Super Scaler Demo

Yes
by Vic
Mon Sep 05, 2022 4:01 pm
Forum: Super 32X
Topic: Yet Another Tilemap and Super Scaler Demo
Replies: 20
Views: 23411

Re: Yet Another Tilemap and Super Scaler Demo

Any power of 2 ought to work. Anything from 8x8 up to 32x32.