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    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 6,835 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 6,835 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 8,535 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 8,535 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 8,535 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 8,535 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 8,535 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 8,535 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 8,535 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 8,535 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 8,535 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 8,535 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 8,535 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 8,535 08-26-2023, 05:43 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: (08-23-2023, 02:54 PM) -- 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 mor...
System64 Support 29 8,535 08-23-2023, 06:01 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: (08-19-2023, 04:28 PM) -- 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 mem...
System64 Support 29 8,535 08-20-2023, 08:32 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: (08-19-2023, 04:56 AM) -- Hi! The Commodore Amiga has a totally different architecture compared to consoles and arcade boards, the ones that inspired Tilengine design. The Amiga do...
System64 Support 29 8,535 08-19-2023, 05:16 AM
    Thread: Vertical callback or per pixel callback : I understand/How does Tilengine work?
Post: Vertical callback or per pixel callback : I unders...

Hi! I wondered why Tilengine didn't have vertical raster effects or per pixel effects while the Commodore Amiga can do stuff each 8 pixels, or less in demos. Well, I try to create my own graphics ...
System64 Support 29 8,535 08-18-2023, 01:19 AM
    Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...

Hi, I found the code, it is quite simple. I read a binary file that contains the colors : Code: -- import std/streams import Tilengine/Tilengine import strutils proc readInts(path: string): seq[u...
System64 Game development topics 13 6,037 08-06-2023, 08:03 AM
    Thread: Tile animation (ON/OFF switch case)
Post: Tile animation (ON/OFF switch case)

Hi, I have some questions about tile animations. I am trying to make an ON/OFF switch gimmick like what you can find in Super Mario Maker 2 : https://youtu.be/nvZY8_jka4k In my case, the state ...
System64 Support 1 1,115 08-06-2023, 07:55 AM