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Post Author Forum Replies Views Posted [desc]
    Thread: Reflecting on its development
Post: RE: Reflecting on its development

Hi, SDL2 provide just the underlying mechanism to use windows and input in a portable manner. But the inner workings of both engines must be quite different. I guess the Retro Engine is much more t...
megamarc Presentations 6 13,459 06-14-2023, 03:23 AM
    Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...

Hi! I see, you're displaying a direct color 16 bpp image (at least). For doing this, Tilengine doesn't have anything special to offer. As you're not using any feature like raster effects, layer com...
megamarc Game development topics 13 25,736 06-17-2023, 02:06 AM
    Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...

I agree, that's a very creative use, would be nice to see sample implementation
megamarc Game development topics 13 25,736 06-18-2023, 03:09 AM
    Thread: Forum online again
Post: Forum online again

Hi folks, Forum has been offline since some days ago. Database reached file size limit of 3 Gb imposed by my ISP (Hostinger). Instead of sending an alert email, they locked database access to the f...
megamarc Forum issues 0 3,790 08-05-2023, 06:13 PM
    Thread: Tile animation (ON/OFF switch case)
Post: RE: Tile animation (ON/OFF switch case)

Hi! I'm out on holidays now, but I'll consider it after I return. Right now there's no direct way to achieve the effect you want. It would require two new calls: 1. Query a tileset to get a list of ...
megamarc Support 1 4,342 08-09-2023, 01:57 AM
    Thread: Reflecting on its development
Post: RE: Reflecting on its development

Hi! The "shilouette rendering" thing is specific to the Sega Genesis and its way to process priorities. It's not a feature, but a quirk that gets exposed when its priority system is twisted in an inc...
megamarc Presentations 6 13,459 08-17-2023, 03:16 PM
    Thread: tile_info.type returning 0?
Post: RE: tile_info.type returning 0?

Hi, I can't reproduce the issue. Using your modified tileset and writing the following queries: Code: -- TLN_TileInfo tile_info = {0}; TLN_GetLayerTile (LAYER_FOREGROUND, 10*16,12*16, &tile_...
megamarc Support 2 4,937 08-17-2023, 03:41 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! The Commodore Amiga has a totally different architecture compared to consoles and arcade boards, the ones that inspired Tilengine design. The Amiga doesn't have a hardware tilemap/tileset e...
megamarc Support 29 48,721 08-19-2023, 04:56 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Hi! There are two things that kill performance on a CPU: branching (i.e. conditionals) and scattered memory fetches. Writing a pixel -that is, writing a memory location- is way more cheaper. So it'...
megamarc Support 29 48,721 08-19-2023, 04:28 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! Basic scaling (Neo-Geo style) is quite cheap, if fact zoomed-in layers have more pixel throughput than regular layers, because as each tile covers more screen space, fewer calls are required to...
megamarc Support 29 48,721 08-23-2023, 02:54 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 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 existing bugs
megamarc Support 29 48,721 08-26-2023, 01:11 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

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 Javascript), but I don't know about its architectu...
megamarc Support 29 48,721 08-27-2023, 03:10 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

Hi! I've updated Tilengine binaries at itch.io. In addition to the initial black screen fix, I've implemented TLN_GetPaletteNumColors() following your suggestion. I understand the Nim binding may n...
megamarc Support 29 48,721 08-29-2023, 09:41 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, 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 resource when you explicitly create, load or ...
megamarc Support 29 48,721 08-30-2023, 06:18 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! 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 active layer, that will cause a segfault on...
megamarc Support 29 48,721 08-30-2023, 08:53 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, To debug this particular issue I should have acces to full project (code with assets). You can send it via PM if you want
megamarc Support 29 48,721 08-31-2023, 07:09 PM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: RE: Vertical callback or per pixel callback : I un...

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
megamarc Support 29 48,721 09-01-2023, 02:04 AM
    Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...

Hi, I've tried to build the project to see how it runs, but I think mi install of mingw32 is quite old as it isn't compatible with the supplied dlls. I'll try to update it and chek it. I'm not fami...
megamarc Support 7 13,636 09-04-2023, 05:01 AM
    Thread: Collision with tiles position and sprite not aligning correctly
Post: RE: Collision with tiles position and sprite not a...

Hi, I've updated my install of mingw to mingw64 to last one available (13.2.0) but I when building I get many instances of this error: Code: -- src/Include/tweeny.h: In member function 'tween...
megamarc Support 7 13,636 09-04-2023, 03:44 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! From top priority to least priority, the draw stack is: Top  ->      Priority sprites                 Priority tiles                 Regular sprites                 Regular tiles Bottom ...
megamarc Support 29 48,721 09-17-2023, 06:59 PM