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Post by tiberiyltim on Jul 18, 2021 11:06:32 GMT -5
How to make a slideshow for Sega 32x? There is some code that draws a 320x224 pixel background. Here it is - pastebin.com/rcrG78uWHowever, if you draw another background with the same code, you get a pixel mess. Do you need to somehow clear the memory? Are there any restrictions? Why is there a porridge of pixels on Genesis layers? Even the palette is not loaded:
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Post by tiberiyltim on Jul 18, 2021 11:24:34 GMT -5
So I think that methods do not work in 32X: palettes, loadtiles.
LogoGG: datafile LogoGG.BIN,BIN ' Tiles (320x112, 40x28) LogoGG_Pal: DATAINT $fff,$000,$222,$7cf,$5bd,$9ef,$444,$39b,$179,$eee,$666,$cdd,$137,$aaa,$888,$33a
palettes LogoGG_Pal,0,0,16 loadtiles LogoGG,560,1 ink 0 DRAWTILESINC 1,0,6,40,28 'start tileset,x,y,_,|
Or depends on their location. For example, if you move the data "datafile" to a different location in the file, it works differently.
Some kind of mysticism.
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Post by tiberiyltim on Jul 25, 2021 5:09:38 GMT -5
Where to download the old version - BasiEgaXorz v1.20? Perhaps this problem is not there.
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jovial
Moldy Popcorn
Posts: 36
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Post by jovial on Aug 10, 2021 19:47:46 GMT -5
Well, to draw using the 32x VDP, you need to write to the MarsVRAM and do some buffer swapping.
Something like this? (image scrolls for a test I was doing)
It should work in the last version of BEX, but I know it works in the previous platform of SecondBASIC (not studio, as 32x and Sega CD haven't been implemented yet).
Cool that people still use BEX, though!
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Post by tiberiyltim on Aug 11, 2021 4:53:45 GMT -5
Well, to draw using the 32x VDP, you need to write to the MarsVRAM and do some buffer swapping.
Something like this? (image scrolls for a test I was doing)
It should work in the last version of BEX, but I know it works in the previous platform of SecondBASIC (not studio, as 32x and Sega CD haven't been implemented yet).
Cool that people still use BEX, though!
No. There seems to be a bug here. Packing graphics (RLE?) by the compiler does not work correctly. :_) The code works with one picture. When there are 5-6 pictures - no. Try to make an example with a lot of pictures. Or download my source - drive.google.com/file/d/1tKDI-8u8LpEEetSwVP4_Dshk35nWf_yK/view?usp=sharing dim myvram(0) as integer at &h8401C0
marsvidrequest
marsvidmode DM_RLE, TV_NTSC, PRIO_GEN
valt
reload tiledata_dsa_02
size&=lblptr&(tiledata_dsa_02_end)-lblptr&(tiledata_dsa_02)
for y&=0 to size&>>1
myvram(y&)=readint()
next
reload mapdata_dsa_02
for a=0 to 223
MARSVRAM(a)=readint()+224
next
reload pallettedata_dsa_02
for a=0 to 255
MARSCRAM(a)=readint()
next
marsswapbuffer
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jovial
Moldy Popcorn
Posts: 36
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Post by jovial on Aug 11, 2021 6:13:33 GMT -5
No. There seems to be a bug here.
And this is why I stopped helping folks on here. You assume that it's a problem with the software and refuse to believe it's a problem with your code.
Same program running in BEX as it was in SB (you can see by the rom title).
No bug, just your code.
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Post by tiberiyltim on Aug 11, 2021 10:38:42 GMT -5
I suppose.
You do not understand what I am telling you - one picture and I can do it. Take 5-7 photos by uploading them one after another. Only then will the bug appear.
I made 10+ games on BEX. SB is software tailored for one person. It is uncomfortable for me. I prefer full BEX access.
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jovial
Moldy Popcorn
Posts: 36
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Post by jovial on Aug 11, 2021 11:41:56 GMT -5
You do not understand what I am telling you - one picture and I can do it.
I do understand what you're telling me. I'm telling you it is not a bug in BEX. Just because you can't do it doesn't mean there has to be something wrong with the compiler.
Okay. What's your point? Ever figure out how to work hblank yet? SB is software tailored for one person. It is uncomfortable for me. I prefer full BEX access.
It's not tailored for one person. It's literally BEX with bug fixes additional tools. If anything, it's more "full access" than BEX is. But to each their own.
Done in BEX:
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Post by tiberiyltim on Aug 11, 2021 12:17:24 GMT -5
You ignore what I tell you. In your ROM - 2 identical backgrounds, which alternate. And even there is a broken line. Have you tried copying my source? Or make 5-6 different backgrounds. I make several backgrounds that go one after the other. I end up with messed up backgrounds. This applies to the latter. Here is the ROM - drive.google.com/file/d/1H4NW92vxSAEe1HDFWhXXJ63XpKLhYFYy/view?usp=sharing
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jovial
Moldy Popcorn
Posts: 36
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Post by jovial on Aug 11, 2021 12:38:40 GMT -5
You ignore what I tell you. In your ROM - 2 identical backgrounds, which alternate. And even there is a broken line. Have you tried copying my source? Or make 5-6 different backgrounds. I make several backgrounds that go one after the other. I end up with messed up backgrounds. This applies to the latter. Here is the ROM - drive.google.com/file/d/1H4NW92vxSAEe1HDFWhXXJ63XpKLhYFYy/view?usp=sharing
Literally just an offset. I whipped this up in 5 minutes. But yes, you won't get anywhere if you keep blaming BEX for your shortcomings. So no hblank effects in your 10+ games? Tell me more how great of a coder you are.
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Post by tiberiyltim on Aug 11, 2021 13:38:55 GMT -5
My games on BEX are here on the forum. I am not saying that I am a cool programmer. In this case, the problem is not in the programming, but in the architecture of the Sega 32x. In BEX, as it turns out, it is impossible to make more than 5-6 backgrounds. I don’t know the reasons. I guess the problem is in BEX. Probably some ASM code is needed. There is no complete Sega 32x documentation for BEX. Possibly compressed data storage problems. These are my assumptions.
Can you make a ROM with 5-6 photos?
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jovial
Moldy Popcorn
Posts: 36
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Post by jovial on Aug 11, 2021 13:58:18 GMT -5
I can. You have to work the buffers correctly, which you aren't. It's not impossible to do in BEX, and you don't even need ASM. The documentation for the 32x functionality is complete in BEX, BEX just doesn't have much support for the 32x. In the case of what you're trying to do, it's 100% achievable.
And you're acting like this cool programmer who is better than everyone, and pushing bugs in your code as something wrong with the compiler. It's not the compiler.
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Post by tiberiyltim on Aug 11, 2021 16:57:41 GMT -5
Then we'll talk. No need to breed hysteria and lyrics. I am not asserting, only making an assumption. I don't consider myself a good programmer. BEX is a great tool!
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Post by tiberiyltim on Aug 19, 2021 14:28:58 GMT -5
jovial, Well, can't you make more slides?
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jovial
Moldy Popcorn
Posts: 36
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Post by jovial on Aug 24, 2021 20:29:22 GMT -5
jovial, Well, can't you make more slides? Of course I can.
I already told you this.
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