SGDK RESCOMP and the quest for two pallets on a single background layer

Ask anything your want about Megadrive/Genesis programming.

Moderator: BigEvilCorporation

Post Reply
Okoboji
Newbie
Posts: 3
Joined: Wed Jan 02, 2019 1:33 am
Location: Kansas

SGDK RESCOMP and the quest for two pallets on a single background layer

Post by Okoboji » Sat Jan 19, 2019 8:32 pm

So this is going to need some explaining. I want to put two pallets on a single background layer. I know this can be done because I've already done some tests to prove it. The question is how to make this efficient. So consider this code for updating a Foreground row to the buffer:

Code: Select all

void redrawForegroundColumn(u16 columnToUpdate)
{
    // Calculate where in the tilemap the new row's tiles are located.
    const u16* mapDataAddr = fgMap.tilemap + fgRowGroupOffsets[fgCameraTileY >> 3] + fgRowOffsets[fgCameraTileY & 7] + columnToUpdate;

    u16 columnBufferIdx = fgCameraTileY;

    // Copy the tiles into the buffer.
    u16 i;
    for (i = VDP_PLANE_TILE_HEIGHT; i != 0; i--)
    {
    	u16 baseTile = TILE_ATTR_FULL(PALLET, 0, 0, 0, fgTilesetStartIdx);
        columnBufferIdx &= 0x1F;  // columnBufferIdx MOD 32 (VDP_PLANE_TILE_HEIGHT)
        fgColumnBuffer[columnBufferIdx] = baseTile + *mapDataAddr;
        columnBufferIdx++;
        mapDataAddr += fgMap.w;
    }

    // Queue copying the buffer into VRAM.
    DMA_queueDma(DMA_VRAM, (u32) fgColumnBuffer, PLANE_FG + ((columnToUpdate & VDP_PLANE_TILE_WIDTH_MINUS_ONE) << 1), VDP_PLANE_TILE_HEIGHT, VDP_PLANE_TILE_WIDTH_TIMES_TWO);
}
Notice how the base tile is set in the loop. I will be able to set the pallet on the play with either a array or a separate function that looks at the tile being loaded and then it loads the proper pallet onto the buffer.

The problem I'm running into is Rescomp as far as I can tell has no provision for loading up maps with more than one pallet. Admittedly I could get around this problem by compiling the resource in a single pallet and then defining which tiles need other pallets later. But this will be a pain to hand define myself but if that's what needs to happen so be it.

However, this still means I have a problem with Rescomp's outputs. it exports images in assembly 16 bit words when the method I have needs 32 bit unsigned integers.

Code: Select all

nightGrass_tileset_tiles:
    dc.w    0x5555, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555
    dc.w    0x5555, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555
The output I need is a C array such as this one:

Code: Select all

const u32 TILEMAP_TEST_FG_TILES[TILEMAP_TEST_FG_TILE_COUNT][TILE_PIXEL_ROW_COUNT] =
{
    {
        0x11111111,
        0x14444444,
        0x14444444,
        0x14444444,
        0x14444444,
        0x14444444,
        0x14444444,
        0x14444444
    },
    {
        0x11111111,
        0x44444441,
        0x44444441,
        0x44444441,
        0x44444441,
        0x44444441,
        0x44444441,
        0x44444441
    },
    etc.
Does anyone know of a good solution to my problem? I would like to convert the Rescomp outputs into C arrays. I've though about writing a small program that would just turn everything into text. If there is a better way I would like to hear it.
If computer Science has taught me anything, it's that the natural state of any machine or system is to be broken. It's really unnatural when things work.

Stef
Very interested
Posts: 3131
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: SGDK RESCOMP and the quest for two pallets on a single background layer

Post by Stef » Sat Jan 19, 2019 8:53 pm

Why do you want it as 32 bit in C ? You can always cast your 16bit data as 32 bit if needed. About the palette problem, you generated map should take care of multiple palette, if you use TILE_ATTR(PAL1...) then it will just add palette index from the image, so if you have 2 palettes it will use PAL 1 and PAL2.

Okoboji
Newbie
Posts: 3
Joined: Wed Jan 02, 2019 1:33 am
Location: Kansas

Re: SGDK RESCOMP and the quest for two pallets on a single background layer

Post by Okoboji » Sat Jan 19, 2019 9:16 pm

Oh that's amazing I didn't know that the MAP system did that. I guess the problem is I haven't found any example code demonstrating the Map system so I'm just ignorant to how it works. If there is a demo lying around I could figure it out. I'll try knocking around with it and if I figure it out I'll put some example code up so other people know how to do it too.

edit: Also I should have asked setting the TIL_ATTR(pal1..) and then you can set a tile in the same map to pal2?
If computer Science has taught me anything, it's that the natural state of any machine or system is to be broken. It's really unnatural when things work.

Stef
Very interested
Posts: 3131
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: SGDK RESCOMP and the quest for two pallets on a single background layer

Post by Stef » Sat Jan 19, 2019 10:24 pm

Yeah Indeed there is no example about it.
In fact TILE_ATTR(..) is just the base tile flags that Map data can complete. For now only the palette information can be completed from the map but I eventually plan to add the priority as well :-)

Post Reply