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Post by RedAngel on Mar 2, 2005 18:40:12 GMT -5
When you load tiles and then you draw those tiles, you have to write the memory destination where those tiles are. I don´t understand very well that (I use to watch the examples and use the same numbers), if you have an image in the position 128 and then you want to load another image which number should you use?. I´m a bit lost . I´m trying to do a slide show demo with 32 colours pictures and I hope in the future to use 64 colours.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Mar 3, 2005 0:27:34 GMT -5
allright, you can have a tile number in the ranges from 0-1343. Each tile number represents one 8x8, 16 color tile (1344*32 bytes each=43008, which is reasonable for the amount of vram the genesis has). Tiles in the range from 0-127 contain the main font, eg: letters, numbers, etc (mainly used for print command). Tiles in the range from 128-255 are the extended IBM font (symbols, boxey looking things, just extras, not really required, but its there).
one of my demos, the final fantasy pic show starts loading tiles at 128 because i don't need the extended font set, and it won't overwrite any tiles/tables above 1343 because they were large pictures.
for your question, if you want to load an image at offset 128, and you want to load another image, you are still able to use 128 for the next picture because when you want to load a new picture, i don't think you'll necessarily need to keep the old one
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Post by RedAngel on Mar 3, 2005 12:45:49 GMT -5
Thanks for your reply, I will test it . Your Final Fantasy pic show was a very good example to start displaying pictures.
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Post by MeCD on Mar 23, 2005 15:48:52 GMT -5
Does Anybody have a tool for FMV so I can make a file for my games (so the FMV's can Rot till Devster makes the FMV compatable version!!)
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Mar 23, 2005 20:05:15 GMT -5
there are many types of fmv, and there's not just one tool for converting your mpeg to fmv
i'm not creating fmv support. i'm afraid i'm gonna get noob complaints that they can't convert their wmv porn or that they get crappy 32 color video quality
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kramlat
Moldy Popcorn
got slack?
Posts: 42
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Post by kramlat on Jun 27, 2005 4:18:44 GMT -5
what area of video ram do you put foreground data into, I wish to make 64x64 block mappings in my game
you already provided enough info to create 16x16 block mappings. 64x64 block mappings will have solidity per 16x16, and will be able to vflip/hflip 16x16 block mappings, but I must be able to put 64x64 block mappings in a layout, interleaved, into foreground and background.
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kramlat
Moldy Popcorn
got slack?
Posts: 42
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Post by kramlat on Jun 27, 2005 4:19:58 GMT -5
also it would be nice to learn an inline asm method of producing rasterized layer deformation.
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kramlat
Moldy Popcorn
got slack?
Posts: 42
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Post by kramlat on Jun 27, 2005 4:21:48 GMT -5
I already know a non-asm way to do foreground/background scrolling at different speeds, but rasterized layer deformation would improve the effect and make the level appear to have more layers than it does.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Jun 27, 2005 13:57:56 GMT -5
a lot to ask for all at once i'll get back to you later
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