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    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

"On the "blueish" color palette, the renderer is reading memory past the data of the palette itself, so you're getting random data. You colud be getting segmentation fault errors, too. For performance...
System64 Support 6 3,385 07-22-2024, 10:06 PM
    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

megamarc Wrote: (05-31-2024, 07:15 AM) -- 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....
System64 Support 6 3,385 05-31-2024, 09:00 AM
    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

megamarc Wrote: (05-30-2024, 05:37 AM) -- 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...
System64 Support 6 3,385 05-31-2024, 03:08 AM
    Thread: Global palettes bugs?
Post: Global palettes bugs?

Hi! I think I found a weird bug with the global palettes. I created 8 global palettes of size 16 and loaded the Sonic foreground tilemap. Normally, everything should be black, but here, I have some ...
System64 Support 6 3,385 05-11-2024, 05:22 AM
    Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs

megamarc Wrote: (04-02-2024, 04:20 AM) -- 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 j...
System64 Support 3 2,403 04-02-2024, 10:36 AM
    Thread: CRT and set FPS bugs
Post: CRT and set FPS bugs

Hi! I found 2 bugs in Tilengine. The first one is about the CRT filter. When I set a bitmap as background and a tilemap as layer, I have a strange glitch with the CRT enabled (nothing special if...
System64 Support 3 2,403 03-28-2024, 07:29 AM
    Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine

megamarc Wrote: (12-03-2023, 06:26 PM) -- 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' trie...
System64 Support 14 15,834 12-04-2023, 12:08 AM
    Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine

Hi! I try to add Emscripten support for the latest version of Tilengine. However, it runs waaaaaay too fast, even with VSync enabled, and I have a division by zero crash when I use the no vsync fl...
System64 Support 14 15,834 11-13-2023, 05:27 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 Wrote: (09-19-2023, 12:15 AM) -- 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 contr...
System64 Support 29 25,004 09-19-2023, 02:09 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 Wrote: (09-18-2023, 04:34 PM) -- Yes! That's it -- Totally makes sense! But how do you manage sprite drawing? They are not necessary in order. You probably use an array for storing sprites...
System64 Support 29 25,004 09-18-2023, 06:21 PM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

megamarc Wrote: (09-18-2023, 03:31 AM) -- There are four passes, on each pass only effective items for that pass are drawn. So the first pass of sprites only renders regular sprites, and the secon...
System64 Support 29 25,004 09-18-2023, 09:03 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 Wrote: (09-17-2023, 06:59 PM) -- Hi! From top priority to least priority, the draw stack is: Top  ->      Priority sprites                 Priority tiles                 Regular spri...
System64 Support 29 25,004 09-17-2023, 08:22 PM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Hi, sorry I didn't do the minimal reproductible exemple but I will do this as soon as possible. But I wonder something, how does sprite display work? Both sprites and tiles also have priority, so, sp...
System64 Support 29 25,004 09-16-2023, 11:16 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 Wrote: (09-01-2023, 02:04 AM) -- Unfortunately yes, I can only give support for Tilengine itself, not for other bindings. But I can take a look, maybe I can see something suspicious -- For...
System64 Support 29 25,004 09-01-2023, 02:47 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 Wrote: (08-31-2023, 07:09 PM) -- Hi, To debug this particular issue I should have acces to full project (code with assets). You can send it via PM if you want -- Is it a problem if the ...
System64 Support 29 25,004 09-01-2023, 01:21 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 Wrote: (08-30-2023, 08:53 PM) -- Hi! You can do this as long as you first call: Code: -- TLN_DisableLayer(myLayer) -- If not, you'll be deleting a resource that is attached to an ...
System64 Support 29 25,004 08-30-2023, 08:59 PM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

megamarc Wrote: (08-30-2023, 06:18 PM) -- Hi, As a general rule, there are two things to take into account when dealing with resources: 1. Don't delete a resource you don't own. You own a re...
System64 Support 29 25,004 08-30-2023, 08:38 PM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

megamarc Wrote: (08-29-2023, 09:41 PM) -- Hi! I've updated Tilengine binaries at itch.io. In addition to the initial black screen fix, I've implemented TLN_GetPaletteNumColors() following your sugge...
System64 Support 29 25,004 08-30-2023, 01:38 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 Wrote: (08-27-2023, 03:10 AM) -- Hi! I want to apologize if I sounded rude for not providing support on other languages, but that's the truth. I know that Nim transpiles to C (and Javascr...
System64 Support 29 25,004 08-27-2023, 04:20 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 Wrote: (08-26-2023, 01:11 AM) -- Hi! Sorry, I can't give advice on reimplementing Tilengine in another language I don't know. I can however add new features based on suggestions, or fix exi...
System64 Support 29 25,004 08-26-2023, 05:43 AM