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Post by Mairtrus on Jan 21, 2009 11:17:07 GMT -5
I think that Left->Right, then Top->Bottom is the best choice. Is the cleanest way to work with the maps. My engine uses this way.
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Post by Mairtrus on Jan 21, 2009 10:49:52 GMT -5
Yes, I remembered Flashback when I went to sleep last night. I started on an engine before making Airstriker, I should probably finish it We can join forces and make it happen.
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Post by Mairtrus on Jan 20, 2009 21:34:50 GMT -5
Hey, this is sweet!! I like the movement of the guy. It reminds me to games like Kyrandia, Gabriel Knight or The Dig, because those games had a really cared movement graphics. You did them? Altough, I have a severe critic. Try to optimize your code to use less instructions. You will save a lot of time. Just put atention to some parts of the code that are really similar, and how to automatize certains areas. P.S.: This made my imagination fly, but... Nobody did yet a graphical adventure for the genesis. YET. Can you catch it?
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Post by Mairtrus on Jan 19, 2009 16:27:38 GMT -5
You should have written this in the BasiEgaXorz forum.
The HFlipTile, VFlipTile and Priority functions need to be added on the <Tile vram offset> argument on the commands PropSprite or DrawTile (DrawTiles and DrawTilesInc doesn't support integers as arguments).
So, if you try to flip horizontally a sprite, you should write something like this:
propsprite MySprite,256+HFlipTile(1),0 Suposing that your sprite is called MySprite, and that his first tile is in the position 256. The same if you want to use the VFlipTile or Priority. It is not strictly necessary to put 0 or 1 as an argument. Any even number works as 0 and any odd number works as 1.
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Post by Mairtrus on Jan 18, 2009 16:29:46 GMT -5
PS: it runs 2x faster in 50Hz, for obvious reasons The M68K of the PAL genesis works faster than the NTSC genesis? when i turn it up to desp 6 then it really runs smooth.. My fault. Desp is for Desplazamiento(Displacement). Is just I forgot to translate this, because I usually do all my code in spanish.
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Post by Mairtrus on Jan 18, 2009 16:29:24 GMT -5
Yeah, but I was talking about coding directly for the SH2(32X processors), and use it amazing power to do some wonderful graphical demos.
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Post by Mairtrus on Jan 17, 2009 22:02:14 GMT -5
I'm actually playing the demo of Pier Solar on the emulator, cause my genny died 3 years ago :'-(
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Post by Mairtrus on Jan 17, 2009 21:53:58 GMT -5
If I don'r remeber bad, there is floating in certain page a C compiler for the 32X. I was trying to find it since a lot of time, but I have no luck About the 32X development environment, Devster wrote something called Wal-Mars, which is a sort of 32x easy-to-use compiler library, or something like that, but I never use it.
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Post by Mairtrus on Jan 17, 2009 17:37:06 GMT -5
Sure, why not? But it will cut the extra-funny process of test-and-code of create a engine. Btw, I still prefer to do some thing by myself but, as ScroGer says, more people will be interested on create games that they want. If you don't have suficient time to write some demos or example codes, I offer myself to help you. I have a lot of free time until february. Also, if you hace some free time, try to add to BEX support for negative numbers, something with the BPL or BMI. And check if is something wrong with the command MemCopy. So, again on the topic, I noticed that less tiles drawn by each step, means more smother movement, so I modified the engine to work with 32*32 and 16*16 blocks, and here is the result: 32*32 block16*16 blockBecause the pause is produced by the draw process, not by te calculation. This last one is optimized as hell. EDIT: I forgot something. Pressing the (A) button you will increase the scrolling speed.
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Post by Mairtrus on Jan 15, 2009 17:18:58 GMT -5
Isn't really so difficult. And there is a lot of docs around the Web that you can use. What I can not get yet is how to write on the VDP, but the rest is a piece of cake.
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Post by Mairtrus on Jan 13, 2009 11:37:18 GMT -5
Until I opened it with KMod I could not convince me that this really does not use RAM. Just... congratulations. But, I have a question. In the initial screen you use the D1 to read the joypad, but in game only the A0 seem to change during the joypad reading. How is this posible? I'm confused Another thing that I doesn't understand is how you change the header without fuck the vectors...
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Post by Mairtrus on Jan 6, 2009 7:26:15 GMT -5
Mmm, I haven't thought yet to collisions detection, but I created a small system some time ago. I think I could adapt it. But my main purpose is to release an scrolling engine that can be used both as in your Skate game, as in the Snyphas's AirStrike, as in the Tulio Adriano's Pier Solar (oh, the ego ;D). So, the collisions isn't important for me at this moment. I mean, the system that you will use depends exclusivelly of the game that you pretend to make.
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Post by Mairtrus on Jan 5, 2009 12:03:47 GMT -5
Well, after taking a little break, I resumed the BEX developing, and I returned with a pleasant surprise for all (I think): an engine scroll completely written in BEX. Currently works with 64X64 blocks of pixels (8X8 tiles), because I followed the Devster's idea, but, actually, works pretty slow. I am working to create a more fluid movement. It works drawing each tile separately, reading it directly from a list. By using the command DrawTile instead of DrawTiles or DrawTilesInc, you can make, within the same block, that the tiles has different palettes, priorities or reflections. I know what everyone is thinking while reading this message, and the answer is YES: it will be open source for anyone who intends to use it.Just let me improve it a bit to make it as accurate as possible, although I may take a while ... For now I leave with a small demo that shows part of the level 1-1 of Super Mario Bros for NES. You can scroll it with the D-Pad. Just 3 observations... 1) Only shows a small part of the level because I am too lazy to finish it just to release a demo. 2) When the ground moves vertically, may appear to the same drawing, but no. It is just a test to demonstrate both the ability to scroll horizontally and vertically. 3) The numbers listed top right are just of verification, and are nothing more than the number of horizontal interruptions that were executed during the drawing of the tiles. You have been warned. Now, enjoy it. EDIT: Last minute adition. I found the way to speed it a lot more. Some values was being calculated a lot of times, and they should have the same value during all the drawing process, so I stored them on some variables, BEFORE get used. This is the new version.
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Post by Mairtrus on Jan 1, 2009 21:35:19 GMT -5
Continuing the tradition of Tom Maneiro ... HAPPY 2009 TO ALL!!!! Talk about your gifts!! I gave myself a new guitar amp.
Goodbye to all!!
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Post by Mairtrus on Dec 31, 2008 17:28:48 GMT -5
copy-paste this text in your BEX proyect, and the label that ImaGenesis give you is the label that you need to put on the LoadTiles instruction. Don't forget to check the BEX tutorial wrote by ScroGer. It's here
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