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    Thread: sqx specifications
Post: sqx specifications

Hi! I have some questions about the sqx format. How does it work and what are the tags I can use? Can I use seconds instead of frames? And can I set an individual delay per sequence frame? Thank...
System64 Support 1 82,100 04-04-2025, 12:23 AM
    Thread: Layer Masking
Post: RE: Layer Masking

sputnikus Wrote: (03-09-2025, 11:21 PM) -- megamarc Wrote: (03-09-2025, 08:57 AM) -- In your case, what you want is: 1. A regular layer with the checkerboard 2. Regular sprites for the piece sha...
System64 Support 7 213,919 03-10-2025, 02:52 AM
    Thread: Layer Masking
Post: RE: Layer Masking

sputnikus Wrote: (03-09-2025, 04:59 AM) -- Hello! I was wondering if Tilengine has a layer masking feature similar to TLN_SetLayerClip, but where pixels would be clipped based on the assigned laye...
System64 Support 7 213,919 03-09-2025, 09:59 AM
    Thread: [Bug?] Disable Layer and Raster Callbacks
Post: RE: [Bug?] Disable Layer and Raster Callbacks

megamarc Wrote: (03-08-2025, 06:21 PM) -- Hi, Can you provide a working example that reproduces the issue, with source code and assets and the following information? Windows architecture (32 or 64 b...
System64 Support 4 2,464 03-09-2025, 09:56 AM
    Thread: [Bug?] Disable Layer and Raster Callbacks
Post: RE: [Bug?] Disable Layer and Raster Callbacks

megamarc Wrote: (03-01-2025, 05:54 PM) -- Hi, I can't reproduce what you describe. You can disable or enable layers inside raster callbacks, and they keep in that state until you change it. Take i...
System64 Support 4 2,464 03-06-2025, 08:23 AM
    Thread: [Bug?] Disable Layer and Raster Callbacks
Post: [Bug?] Disable Layer and Raster Callbacks

Hi! I maybe found a bug with layers. If I have a raster callback interacting with a layer, but I disable this layer somewhere else in the code, the layer is still enabled. Is this behavior normal? Wo...
System64 Support 4 2,464 02-09-2025, 09:40 AM
    Thread: Struct padding
Post: RE: Struct padding

megamarc Wrote: (02-07-2025, 03:27 AM) -- Hi! When arranging structs in C, to maximize packing it's recommended to group members by type size, starting from the biggest one down to the smallest on...
System64 Support 2 1,834 02-07-2025, 08:23 AM
    Thread: Struct padding
Post: Struct padding

Hi! I have a question. Are structs automatically padded during compilation? I recommend you to order your fields by size or manually padding your fields like this : Field ordering : Code: -- typ...
System64 Support 2 1,834 02-06-2025, 02:55 AM
    Thread: Duff's devices
Post: Duff's devices

Hi! I watched a video about Duff's devices today. It is sadly in french but I can send you some articles about it. https://en.wikipedia.org/wiki/Duff%27s_device https://www.geeksforgeeks.org/duffs-...
System64 Support 1 1,357 01-14-2025, 08:20 AM
    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

"On the "blueish" color palette, the renderer is reading memory past the data of the palette itself, so you're getting random data. You colud be getting segmentation fault errors, too. For performance...
System64 Support 6 7,368 07-22-2024, 10:06 PM
    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

megamarc Wrote: (05-31-2024, 07:15 AM) -- Hi! Nice suggestions as always. I'll comment a bit By design I didn't want Tilengine to be a 1:1 replica of past systems, imposing artificial restrictions....
System64 Support 6 7,368 05-31-2024, 09:00 AM
    Thread: Global palettes bugs?
Post: RE: Global palettes bugs?

megamarc Wrote: (05-30-2024, 05:37 AM) -- Hi! The foreground tileset palette is using 22 colors, so that's not a bug. Global palettes are dynamic, they aren't used unles they're configured. Can you...
System64 Support 6 7,368 05-31-2024, 03:08 AM
    Thread: Global palettes bugs?
Post: Global palettes bugs?

Hi! I think I found a weird bug with the global palettes. I created 8 global palettes of size 16 and loaded the Sonic foreground tilemap. Normally, everything should be black, but here, I have some ...
System64 Support 6 7,368 05-11-2024, 05:22 AM
    Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs

megamarc Wrote: (04-02-2024, 04:20 AM) -- Hi! I've just returned from holidays and seen your post. Let me check it and answer soon. The CRT issue happens when the front layer is scrolling, or j...
System64 Support 3 4,678 04-02-2024, 10:36 AM
    Thread: CRT and set FPS bugs
Post: CRT and set FPS bugs

Hi! I found 2 bugs in Tilengine. The first one is about the CRT filter. When I set a bitmap as background and a tilemap as layer, I have a strange glitch with the CRT enabled (nothing special if...
System64 Support 3 4,678 03-28-2024, 07:29 AM
    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 23,980 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 23,980 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 40,573 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 40,573 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 40,573 09-18-2023, 09:03 AM