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Search Results
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Forum |
Replies |
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Posted
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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... |
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megamarc |
Presentations
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6 |
13,459 |
06-14-2023, 03:23 AM |
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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... |
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megamarc |
Game development topics
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13 |
25,736 |
06-17-2023, 02:06 AM |
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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 |
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megamarc |
Game development topics
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13 |
25,736 |
06-18-2023, 03:09 AM |
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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... |
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megamarc |
Forum issues
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0 |
3,790 |
08-05-2023, 06:13 PM |
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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 ... |
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megamarc |
Support
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1 |
4,342 |
08-09-2023, 01:57 AM |
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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... |
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megamarc |
Presentations
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6 |
13,459 |
08-17-2023, 03:16 PM |
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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_... |
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megamarc |
Support
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2 |
4,937 |
08-17-2023, 03:41 PM |
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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... |
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megamarc |
Support
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29 |
48,721 |
08-19-2023, 04:56 AM |
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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'... |
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megamarc |
Support
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29 |
48,721 |
08-19-2023, 04:28 PM |
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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... |
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megamarc |
Support
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29 |
48,721 |
08-23-2023, 02:54 PM |
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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 |
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megamarc |
Support
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29 |
48,721 |
08-26-2023, 01:11 AM |
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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... |
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megamarc |
Support
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29 |
48,721 |
08-27-2023, 03:10 AM |
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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... |
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megamarc |
Support
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29 |
48,721 |
08-29-2023, 09:41 PM |
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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 ... |
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megamarc |
Support
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29 |
48,721 |
08-30-2023, 06:18 PM |
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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... |
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megamarc |
Support
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29 |
48,721 |
08-30-2023, 08:53 PM |
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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 |
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megamarc |
Support
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29 |
48,721 |
08-31-2023, 07:09 PM |
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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 |
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megamarc |
Support
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29 |
48,721 |
09-01-2023, 02:04 AM |
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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... |
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megamarc |
Support
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7 |
13,636 |
09-04-2023, 05:01 AM |
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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... |
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megamarc |
Support
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7 |
13,636 |
09-04-2023, 03:44 PM |
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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 ... |
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megamarc |
Support
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29 |
48,721 |
09-17-2023, 06:59 PM |