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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...

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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 44,039 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 23,494 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 3,921 08-06-2023, 07:55 AM
    Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...

megamarc Wrote: (06-17-2023, 02:06 AM) -- 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 a...
System64 Game development topics 13 23,494 06-17-2023, 07:05 AM
    Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...

megamarc Wrote: (06-10-2023, 04:50 PM) -- System64 Wrote: (04-21-2023, 09:52 PM) -- I love demoscene effects, they look pretty cool! I already ran Bad Apple on Tilengine, will post a video later....
System64 Game development topics 13 23,494 06-10-2023, 09:18 PM
    Thread: One single layer, no sprites. Pushing Tilengine to its limits?
Post: RE: One single layer, no sprites. Pushing Tilengin...

vonhoff Wrote: (06-04-2023, 06:21 PM) -- System64 Wrote: (04-21-2023, 09:52 PM) -- I already ran Bad Apple on Tilengine, will post a video later... And maybe I can run something crazier on Tilengine...
System64 Game development topics 13 23,494 06-10-2023, 09:06 PM
    Thread: Tilengine 2.15 supports variable refresh rate monitors
Post: RE: Tilengine 2.15 supports variable refresh rate ...

megamarc Wrote: (04-24-2023, 09:22 PM) -- 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 f...
System64 News & Announcements 8 19,110 04-24-2023, 10:19 PM
    Thread: Tilengine 2.15 supports variable refresh rate monitors
Post: RE: Tilengine 2.15 supports variable refresh rate ...

Alright so I tested and this is very weird Target FPS with no vsync works perfectly, but when I go to standard mode, the FPS counter is above 1000 (yes!). And even weirder, if I go to full screen, ...
System64 News & Announcements 8 19,110 04-24-2023, 05:40 AM