TileSet internal data

SGDK only sub forum

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bioloid
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Post by bioloid » Sun Feb 08, 2015 7:51 pm

Yes i didnt add tiles checking in the compiler, should be better now.
Added the human/car mode (take the car with A when near), and ability to walk on roofs.

is there any place with vgm musics "free of rights" ?

bioloid
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Post by bioloid » Fri Mar 06, 2015 8:13 pm

running better now : https://www.facebook.com/video.php?v=14 ... 18&theater
a bit stuck on design, will see..

Stef
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Post by Stef » Mon Mar 09, 2015 1:39 pm

Really impressive =) Many sprites on screen and i do like the car physic :p
Really hope you will get it further !

bioloid
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Re: TileSet internal data

Post by bioloid » Sat Jan 14, 2023 1:14 pm

2015? 2023?
Just got it build with the latest SGDK version, without trouble.
And indeed it needs to go somewhere, so I'm back on it :)
Lot of bugs it seems, need to relook all this.
Cheers.

bioloid
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Re: TileSet internal data

Post by bioloid » Sat Jan 14, 2023 3:10 pm

I just recorded video : https://youtu.be/RGsP-NOUxPw
lol bugged, but could be cool.

Chilly Willy
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Re: TileSet internal data

Post by Chilly Willy » Sun Jan 15, 2023 10:25 pm

That it pretty cool. It's a good start, at least.

bioloid
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Re: TileSet internal data

Post by bioloid » Tue Jan 17, 2023 6:20 pm

Thanks :)
Is there a fast way to disable/enable a plane ? I want to try to do it in the hint, to test another transparency method.

bioloid
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Re: TileSet internal data

Post by bioloid » Tue Jan 17, 2023 8:37 pm

Ok i can do it with vscroll i think, map update will be tricky will see

bioloid
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Re: TileSet internal data

Post by bioloid » Tue Jan 17, 2023 8:43 pm

quite artistic :D https://youtu.be/g-kI9FTZQ9g
juste applying random vertical scroll 1 on 2 lines, if i set a whole blank tile somewhere (and update location while scrolling) it may do it...

bioloid
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Re: TileSet internal data

Post by bioloid » Tue Jan 17, 2023 9:10 pm

On gameboy I was using bgb emulator, which have a great debugger to display tiles & planes, i wonder if there is the same for genny please ?

Chilly Willy
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Re: TileSet internal data

Post by Chilly Willy » Tue Jan 17, 2023 11:38 pm

The fastest way to "disable" a plane is to point it to a "blank" name table - a section of memory with all entries set to whatever tile is your "blank" tile. That also means you would need room in vram for that blank name table. If you don't have the room for that, you're stuck filling the name table to be "disabled" to entries set to whatever your "blank" tile is. Not as fast, but uses less memory.

You could fill the name table using VDP FILL DMA for better speed.

bioloid
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Re: TileSet internal data

Post by bioloid » Wed Jan 18, 2023 8:45 am

Thanks, will try.

While searching I tested something in this : https://forums.sonicretro.org/index.php ... ter.29413/
I guess I shouldnt try those ;) and not working in emulators

bioloid
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Re: TileSet internal data

Post by bioloid » Wed Jan 18, 2023 5:46 pm

Switching bgbaddress to cleared mem seems to do it : https://youtu.be/ipGwenFKt2o
then i can have dynamic transparency to disable it when running on roof, and not care about it in level design (not much..).

Chilly Willy
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Re: TileSet internal data

Post by Chilly Willy » Wed Jan 18, 2023 11:07 pm

Definitely better. I love isometric games like that. Takes me back to one of my all-time favorite games on the Amiga: The Faery Tale Adventures.

bioloid
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Re: TileSet internal data

Post by bioloid » Sun Jan 22, 2023 1:55 pm

Sonic 3D :)

is there something to retrieve current Hline index ? (trying to stabilize it)

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