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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 |
26,244 |
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!
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 |
26,244 |
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!
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 |
26,244 |
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!
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 |
26,244 |
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!
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 |
26,244 |
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!
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 |
26,244 |
08-19-2023, 04:56 AM |
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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:
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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 |
2,511 |
08-17-2023, 03:41 PM |
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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 |
6,738 |
08-17-2023, 03:16 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 |
2,269 |
08-09-2023, 01:57 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 |
1,639 |
08-05-2023, 06:13 PM |
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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 |
14,679 |
06-18-2023, 03:09 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 |
14,679 |
06-17-2023, 02:06 AM |
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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 |
6,738 |
06-14-2023, 03:23 AM |
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Thread: Reflecting on its development
Post: RE: Reflecting on its development
Hi!
Good question.
I started Tilengine as just a test for myself because there was nothing similar out there, without any intention of releasing it. However as it started to grow and having more... |
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megamarc |
Presentations
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6 |
6,738 |
06-10-2023, 05:33 PM |
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Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...
System64 Wrote: (04-21-2023, 09:52 PM)
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I love demoscene effects, they look pretty cool!
I already ran Bad Apple on Tilengine, will post a video later... And maybe I can run something crazier on... |
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megamarc |
Game development topics
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13 |
14,679 |
06-10-2023, 04:50 PM |
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Thread: Animated isometric maps in Tilengine
Post: RE: Animated isometric maps in Tilengine
Hi!
Thanks for sharing your work, very interesting tool!
Tilengine doesn't support diamond tiles because standard 2D chipsets don't support it, either. Classic isometric games running on console... |
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megamarc |
Game development topics
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1 |
2,156 |
05-30-2023, 02:09 AM |
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Thread: Loading and setting palettes
Post: RE: Loading and setting palettes
Hi,
Palette index 0 is always transparent, so its actual rgb value is ignored.
What effect are you trying to achieve by manipulating index 0? |
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megamarc |
Support
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2 |
3,244 |
05-29-2023, 07:45 AM |
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Thread: Tilengine 2.15 supports variable refresh rate monitors
Post: RE: Tilengine 2.15 supports variable refresh rate ...
It seems that vsync is being ignored in windowed mode in this setup, so it's running at full throttle
How did the samples ran in previous releases? In both fullscreen and windowed
When you say the p... |
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megamarc |
News & Announcements
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8 |
9,527 |
04-24-2023, 09:22 PM |
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Thread: Tilengine 2.15 supports variable refresh rate monitors
Post: RE: Tilengine 2.15 supports variable refresh rate ...
Hi,
Thanks for testing it. I don't know what's going on, as on my tests it runs well in both cases... (native and forced fps). However I don't hava access to a 144 Hz monitor, so I can't check if t... |
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megamarc |
News & Announcements
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8 |
9,527 |
04-24-2023, 03:54 AM |
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Thread: Tilengine 2.15 supports variable refresh rate monitors
Post: RE: Tilengine 2.15 supports variable refresh rate ...
Hi!
No problem in adding getter/setter for new window scaling factor, thanks for suggesting it.
As I don't have acces to a non-60 Hz display, I'd like you to validate the latest version on your ... |
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megamarc |
News & Announcements
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8 |
9,527 |
04-23-2023, 03:44 PM |