|
Search Results
|
| Post |
Author |
Forum |
Replies |
Views |
Posted
[asc]
|
| |
|
Thread: sqx specifications
Post: RE: sqx specifications
| Hi!
The sqx format is something I set up early when creating Tilengine, and then forgot about it. There is no public documentation about the accepted tags, but it's quite simple. The parser source ... |
|
megamarc |
Support
|
1 |
82,186 |
04-04-2025, 05:20 AM |
| |
|
Thread: Layer Masking
Post: RE: Layer Masking
| Hi,
You can achieve the desired effect having an alternative sprite of each piece with interleaved diagonal stripes in alternating colors, and apply color cycle animation:
https://en.wikipedia.o... |
|
megamarc |
Support
|
7 |
214,168 |
03-13-2025, 04:53 AM |
| |
|
Thread: Layer Masking
Post: RE: Layer Masking
| Hi!
Let's face challenges one by one. Tilengine is a 2D graphics library that emulates -and greatly expands- the inner workings of 2D video chipsets. For faking 3D effects, one must be creative and... |
|
megamarc |
Support
|
7 |
214,168 |
03-11-2025, 05:29 AM |
| |
|
Thread: Layer Masking
Post: RE: Layer Masking
| Hi!
Short answer: the feature of per-pixel masking of sprites isn't available. But I can suggest a method to get the effect you want with currently available features.
Tilengine renders elements in ... |
|
megamarc |
Support
|
7 |
214,168 |
03-09-2025, 08:57 AM |
| |
|
Thread: [Bug?] Disable Layer and Raster Callbacks
Post: RE: [Bug?] Disable Layer and Raster Callbacks
| Hi,
Can you provide a working example that reproduces the issue, with source code and assets and the following information?
Windows architecture (32 or 64 bits)
.NET version
Thanks, |
|
megamarc |
Support
|
4 |
2,605 |
03-08-2025, 06:21 PM |
| |
|
Thread: [Bug?] Disable Layer and Raster Callbacks
Post: RE: [Bug?] Disable Layer and Raster Callbacks
| Hi,
I can't reproduce what you describe. You can disable or enable layers inside raster callbacks, and they keep in that state until you change it. Take into account that setting the type of layer ... |
|
megamarc |
Support
|
4 |
2,605 |
03-01-2025, 05:54 PM |
| |
|
Thread: Struct padding
Post: RE: Struct padding
| Hi!
When arranging structs in C, to maximize packing it's recommended to group members by type size, starting from the biggest one down to the smallest one. On the contrary, mixing types leads to h... |
|
megamarc |
Support
|
2 |
1,932 |
02-07-2025, 03:27 AM |
| |
|
Thread: Duff's devices
Post: RE: Duff's devices
| Hi!
Thanks for the post, it's an interesting technique to gain performance. Blitters should benefit from this approach, because they're tight loops with one or two checks per pixel (coverage and leng... |
|
megamarc |
Support
|
1 |
1,447 |
01-25-2025, 06:50 PM |
| |
|
Thread: Global palettes bugs?
Post: RE: Global palettes bugs?
| Hi!
Sorry for the delay. I'm fixing some issues I found in another areas so I haven't checked the forums in a while.
Your suggestion is welcomed as always.
However, the color extraction to pi... |
|
megamarc |
Support
|
6 |
7,589 |
08-10-2024, 05:17 PM |
| |
|
Thread: Global palettes bugs?
Post: RE: Global palettes bugs?
| Hi!
Nice suggestions as always. I'll comment a bit
By design I didn't want Tilengine to be a 1:1 replica of past systems, imposing artificial restrictions. One of the major differencies is palet... |
|
megamarc |
Support
|
6 |
7,589 |
05-31-2024, 07:15 AM |
| |
|
Thread: Global palettes bugs?
Post: RE: Global palettes bugs?
| Hi!
The foreground tileset palette is using 22 colors, so that's not a bug.
Global palettes are dynamic, they aren't used unles they're configured. Can you expand on your idea / case of use?
... |
|
megamarc |
Support
|
6 |
7,589 |
05-30-2024, 05:37 AM |
| |
|
Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs
| Hi,
I've found the explanation for both issues:
CRT filter
The problem here is that the background bitmap is smaller than the framebuffer. When thete's no background bitmap, each frame is cle... |
|
megamarc |
Support
|
3 |
4,823 |
04-04-2024, 03:18 AM |
| |
|
Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs
| Hi!
I've just returned from holidays and seen your post. Let me check it and answer soon.
The CRT issue happens when the front layer is scrolling, or just standing still?
I may need the "elis... |
|
megamarc |
Support
|
3 |
4,823 |
04-02-2024, 04:20 AM |
| |
|
Thread: How to create a framebuffer for use of external rendering
Post: RE: How to create a framebuffer for use of externa...
| Hi,
In plain C (not C++), void* pointer means "anything goes", it's like a placeholder that accepts any data. malloc won't break, it just returns a void* pointer, it doesn't care what are you using... |
|
megamarc |
Support
|
1 |
3,036 |
03-01-2024, 05:44 PM |
| |
|
Thread: How blitting works
Post: RE: How blitting works
| Hi!
That's the reason, it's fixed point math. On low-end hardware, integer math is much faster than floating point. So the fractional accumulation is done in 16.16 fixed point, that is 16 bits for in... |
|
megamarc |
Support
|
2 |
4,167 |
02-23-2024, 04:57 PM |
| |
|
Thread: Origin of resources
Post: RE: Origin of resources
| Hi!
I don't create the resources myself, because I don't have drawing skills. Instead I use different sources:
itch.io free resources (mainly from https://ansimuz.itch.io/)
https://www.vgmaps.c... |
|
megamarc |
Game development topics
|
1 |
3,548 |
12-21-2023, 09:06 PM |
| |
|
Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
| Hi!
Sorry for the long delay.
In my development branch I use VSYNC for window creation and get correct behavior in both Firefox and Edge. I haven' tried no vsync, as the variable monitor rate fe... |
|
megamarc |
Support
|
14 |
24,536 |
12-03-2023, 06:26 PM |
| |
|
Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...
| Hi,
I've finally managed to build and debug the sample using VS2022 Community. Now I can check what it does and where's the problem.
Regards, |
|
megamarc |
Support
|
7 |
11,681 |
09-22-2023, 12:24 AM |
| |
|
Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
| There's a list that stores, for each sprite, what index to draw next after the current one. It also stores the first sprite to draw. When you need fine control of sprite ordering, for example to imple... |
|
megamarc |
Support
|
29 |
41,468 |
09-19-2023, 12:15 AM |
| |
|
Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...
|
megamarc |
Support
|
29 |
41,468 |
09-18-2023, 04:34 PM |