TileSet internal data

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bioloid
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Post by bioloid »

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 »

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 »

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 »

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 »

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 »

That it pretty cool. It's a good start, at least.
bioloid
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Re: TileSet internal data

Post by bioloid »

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 »

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 »

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 »

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 »

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 »

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 »

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 »

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 »

Sonic 3D :)

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