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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...
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megamarc Wrote: (08-31-2023, 07:09 PM)
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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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Is it a problem if the ... |
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System64 |
Support
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29 |
49,469 |
09-01-2023, 01:21 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...
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megamarc Wrote: (09-01-2023, 02:04 AM)
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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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For... |
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System64 |
Support
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29 |
49,469 |
09-01-2023, 02:47 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 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... |
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System64 |
Support
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29 |
49,469 |
09-16-2023, 11:16 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...
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megamarc Wrote: (09-18-2023, 04:34 PM)
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Yes! That's it
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Totally makes sense! But how do you manage sprite drawing? They are not necessary in order. You probably use an array for storing sprites... |
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System64 |
Support
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29 |
49,469 |
09-18-2023, 06:21 PM |
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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 ... |
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System64 |
Support
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29 |
49,469 |
08-18-2023, 01:19 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...
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megamarc Wrote: (08-19-2023, 04:56 AM)
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Hi!
The Commodore Amiga has a totally different architecture compared to consoles and arcade boards, the ones that inspired Tilengine design.
The Amiga do... |
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System64 |
Support
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29 |
49,469 |
08-19-2023, 05:16 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...
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megamarc Wrote: (08-19-2023, 04:28 PM)
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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... |
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System64 |
Support
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29 |
49,469 |
08-20-2023, 08:32 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...
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megamarc Wrote: (08-27-2023, 03:10 AM)
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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... |
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System64 |
Support
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29 |
49,469 |
08-27-2023, 04:20 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...
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megamarc Wrote: (08-29-2023, 09:41 PM)
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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... |
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System64 |
Support
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29 |
49,469 |
08-30-2023, 01:38 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...
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megamarc Wrote: (08-30-2023, 06:18 PM)
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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... |
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System64 |
Support
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29 |
49,469 |
08-30-2023, 08:38 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...
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megamarc Wrote: (09-17-2023, 06:59 PM)
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Hi!
From top priority to least priority, the draw stack is:
Top -> Priority sprites
Priority tiles
Regular spri... |
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System64 |
Support
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29 |
49,469 |
09-17-2023, 08:22 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...
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megamarc Wrote: (09-18-2023, 03:31 AM)
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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... |
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System64 |
Support
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29 |
49,469 |
09-18-2023, 09:03 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...
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megamarc Wrote: (09-19-2023, 12:15 AM)
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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... |
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System64 |
Support
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29 |
49,469 |
09-19-2023, 02:09 AM |
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Thread: Compile error when building Tilengine
Post: RE: Compile error when building Tilengine
| You should go here https://zlib.net/zlib1211.zip (https://zlib.net/zlib1211.zip) and put all .h files at the root of the zip in the libpng folder. It should work.
If it doesn't work, don't hesitate... |
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System64 |
Support
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18 |
38,361 |
12-16-2020, 07:58 AM |
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Thread: Compile error when building Tilengine
Post: RE: Compile error when building Tilengine
| Did you got a message when you opened the project in Visual Studio for the first time? |
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System64 |
Support
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18 |
38,361 |
12-16-2020, 10:44 PM |
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Thread: Compile error when building Tilengine
Post: RE: Compile error when building Tilengine
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Motherbrain Wrote: (12-16-2020, 10:51 PM)
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When opening the Tilengine solution for the first time I got an message about retarget projects.
Please see the attached screenshot.
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You have to d... |
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System64 |
Support
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18 |
38,361 |
12-17-2020, 01:50 AM |
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Thread: Microsoft Windows integration?
Post: RE: Microsoft Windows integration?
| It uses SDL2 to display graphics.
not sure if it uses hardware acceleration to display them, but it may use Open GL since it's open source and cross-platform, but again, not sure at all.
Update : It ... |
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System64 |
Support
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16 |
42,207 |
12-11-2020, 12:49 PM |
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Thread: Microsoft Windows integration?
Post: RE: Microsoft Windows integration?
| Does the base Tilengine use hardware acceleration? |
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System64 |
Support
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16 |
42,207 |
12-11-2020, 10:58 PM |
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Thread: Microsoft Windows integration?
Post: RE: Microsoft Windows integration?
| Ah I understand why it takes half of my GPU now. How can I enable it? |
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System64 |
Support
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16 |
42,207 |
12-11-2020, 11:59 PM |
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Thread: Microsoft Windows integration?
Post: RE: Microsoft Windows integration?
| Sorry if my question wasn't clear, I meant, how can I enable hardware acceleration support? |
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System64 |
Support
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16 |
42,207 |
12-12-2020, 12:53 AM |