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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: (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 49,469 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: (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 49,469 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...

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 49,469 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: (09-18-2023, 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 49,469 09-18-2023, 06:21 PM
    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 49,469 08-18-2023, 01:19 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 49,469 08-19-2023, 05:16 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: (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 49,469 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: (08-27-2023, 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 49,469 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: (08-29-2023, 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 49,469 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: (08-30-2023, 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 49,469 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: (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 49,469 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...

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 49,469 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: (09-19-2023, 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 49,469 09-19-2023, 02:09 AM
    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...
System64 Support 18 38,361 12-16-2020, 07:58 AM
    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?
System64 Support 18 38,361 12-16-2020, 10:44 PM
    Thread: Compile error when building Tilengine
Post: RE: Compile error when building Tilengine

Motherbrain Wrote: (12-16-2020, 10:51 PM) -- When opening the Tilengine solution for the first time I got an message about retarget projects. Please see the attached screenshot. -- You have to d...
System64 Support 18 38,361 12-17-2020, 01:50 AM
    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 ...
System64 Support 16 42,207 12-11-2020, 12:49 PM
    Thread: Microsoft Windows integration?
Post: RE: Microsoft Windows integration?

Does the base Tilengine use hardware acceleration?
System64 Support 16 42,207 12-11-2020, 10:58 PM
    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?
System64 Support 16 42,207 12-11-2020, 11:59 PM
    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?
System64 Support 16 42,207 12-12-2020, 12:53 AM