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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... |
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System64 |
Support
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1 |
82,100 |
04-04-2025, 12:23 AM |
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Thread: Layer Masking
Post: RE: Layer Masking
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sputnikus Wrote: (03-09-2025, 11:21 PM)
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megamarc Wrote: (03-09-2025, 08:57 AM)
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In your case, what you want is:
1. A regular layer with the checkerboard
2. Regular sprites for the piece sha... |
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System64 |
Support
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7 |
213,919 |
03-10-2025, 02:52 AM |
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Thread: Layer Masking
Post: RE: Layer Masking
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sputnikus Wrote: (03-09-2025, 04:59 AM)
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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... |
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System64 |
Support
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7 |
213,919 |
03-09-2025, 09:59 AM |
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Thread: [Bug?] Disable Layer and Raster Callbacks
Post: RE: [Bug?] Disable Layer and Raster Callbacks
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megamarc Wrote: (03-08-2025, 06:21 PM)
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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... |
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System64 |
Support
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4 |
2,464 |
03-09-2025, 09:56 AM |
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Thread: [Bug?] Disable Layer and Raster Callbacks
Post: RE: [Bug?] Disable Layer and Raster Callbacks
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megamarc Wrote: (03-01-2025, 05:54 PM)
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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... |
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System64 |
Support
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4 |
2,464 |
03-06-2025, 08:23 AM |
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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... |
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System64 |
Support
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4 |
2,464 |
02-09-2025, 09:40 AM |
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Thread: Struct padding
Post: RE: Struct padding
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megamarc Wrote: (02-07-2025, 03:27 AM)
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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... |
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System64 |
Support
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2 |
1,834 |
02-07-2025, 08:23 AM |
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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:
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typ... |
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System64 |
Support
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2 |
1,834 |
02-06-2025, 02:55 AM |
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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-... |
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System64 |
Support
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1 |
1,357 |
01-14-2025, 08:20 AM |
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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... |
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System64 |
Support
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6 |
7,368 |
07-22-2024, 10:06 PM |
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Thread: Global palettes bugs?
Post: RE: Global palettes bugs?
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megamarc Wrote: (05-31-2024, 07:15 AM)
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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.... |
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System64 |
Support
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6 |
7,368 |
05-31-2024, 09:00 AM |
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Thread: Global palettes bugs?
Post: RE: Global palettes bugs?
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megamarc Wrote: (05-30-2024, 05:37 AM)
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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... |
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System64 |
Support
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6 |
7,368 |
05-31-2024, 03:08 AM |
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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 ... |
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System64 |
Support
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6 |
7,368 |
05-11-2024, 05:22 AM |
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Thread: CRT and set FPS bugs
Post: RE: CRT and set FPS bugs
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megamarc Wrote: (04-02-2024, 04:20 AM)
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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... |
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System64 |
Support
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3 |
4,678 |
04-02-2024, 10:36 AM |
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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... |
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System64 |
Support
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3 |
4,678 |
03-28-2024, 07:29 AM |
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Thread: Browser version of Tilengine
Post: RE: Browser version of Tilengine
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megamarc Wrote: (12-03-2023, 06:26 PM)
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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... |
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System64 |
Support
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14 |
23,980 |
12-04-2023, 12:08 AM |
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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... |
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System64 |
Support
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14 |
23,980 |
11-13-2023, 05:27 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 |
40,573 |
09-19-2023, 02:09 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 |
40,573 |
09-18-2023, 06:21 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 |
40,573 |
09-18-2023, 09:03 AM |