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Post by 0x8bitdev on May 12, 2022 15:05:13 GMT
This means all screen jumps in 320x224 mode will have a flash/delay? You are right. You can use BAT 128x32.... But just for screen jumps... Seems like a waste of memory But who knows... The standard resolution 256x224 solves many problems.
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Post by elmer on May 12, 2022 15:20:25 GMT
Sorry, if that wasn't clear... I meant, could you share the test project with that glitch, so that I could understand the problem. A common action plan, when you've found a bug/glitch:1. Reproduce the problem in your test project. If you can't, and everything is Ok! in a test project -> most probably the problem in your main project. 2. Try to minimize a test project. Remove everything unnecessary, so that one problem remains. The less code the better! 2. Once you've reproduced the problem in a test project -> make a post with a video and share the test project. Otherwise I can't say anything specific about your problem. Again, please follow this, folks, whether it's 0x8bitdev 's lovely libraries, or anything in HuC, or KickC, or ASM! If you're a developer relying on someone else's hard work for the tools/libraries that make your game-creation desires possible, then you need to help us out when it comes to finding and fixing any problems that you encounter. I don't have any desire or reason to make anybody's work-in-progress games public, so if y'all share something with me privately, then I can find problems. I suspect that 0x8bitdev has a similar policy. But if you only *tell* us that something doesn't work, and don't supply an example of what's broken, then we can't really help.
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Deleted
Deleted Member
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Post by Deleted on May 12, 2022 15:25:40 GMT
I have a couple Noob questions to bug you with. Pardon me, but what method did you use to rip the Bonk's adventure tiles for your game? I've been trying to get those ground tiles from the first few levels to putter around with MAPeD, but whenever I rip them from mednafen they come out like this (the picture's kind of hard to see, but if you can tell, just those few blocks fill everything up for some reason). I've only ever used Tiled before and not much of a programmer, so my expectations are modest, but I was just trying to recreate the continuous spin mini-game. I was going to add the bones that float in the air (like for the level skip). It was basically limbo, but I liked to joke it was "limb bone" and they eventually just got rid of the extra letters;p Maybe MAPeD doesn't like aseprite? That's the graphic editor I'm most familiar with.
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Post by hyperfighting on May 12, 2022 18:32:04 GMT
This a stream lined example of a screen jump and potentially putting too much load on the MAPeD engine. The source... Did my best to stream line the data > MAPeD Test Project (YouTube dropped the most interesting frame damn it....When the scroll ends the Map misaligns momentarily) [upd] Hi @shmglsky I didn't personally rip the blocks and clouds they are artifacts from the tutorials at > Obey BrewIt was here where I started my PCE programming journey. THANK YOU!!! OBEY BREW! When you import into MAPeD use this option "Skip zero CHR\Block" so your tile won't fill the empty tiles.
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Post by 0x8bitdev on May 13, 2022 9:25:57 GMT
This a stream lined example of a screen jump and potentially putting too much load on the MAPeD engine. The source... Did my best to stream line the data > MAPeD Test Project (YouTube dropped the most interesting frame damn it....When the scroll ends the Map misaligns momentarily) Can't get access. Please, share it.
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Post by hyperfighting on May 13, 2022 10:29:52 GMT
I swore it was accessible. Please try the link again and let me know. I changed permissions.
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Post by 0x8bitdev on May 13, 2022 10:52:26 GMT
I swore it was accessible. Please try the link again and let me know. I changed permissions. Ok. I've downloaded it.
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Post by hyperfighting on May 13, 2022 11:33:03 GMT
There is an over sight. In the code I provided. Case 3 should read like this...
"zukMemoryAllocation=SCRIPTING;"
We still see issue with load but this value was not initialized.
case 3:
if (__scroll_y<896) {
mpd_move_down(); }
else
{
scripted_event=4;
counter=0;
//LOAD GFX
spriteRender=1;
P1[0].state=MEET_THE_PARENTS;
stateOfTheGame=MEET_THE_PARENTS;
TitleScreen_Init_MeetTheParents();
zukMemoryAllocation=SCRIPTING;
}
break; P.S. Congratulations on Gun-Headed Status!
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Post by 0x8bitdev on May 13, 2022 11:34:52 GMT
Problem:You didn't read to the end those changes that I posted yesterday (MPD v0.4). You just copied the sample 'as is' with small changes without understanding what you are doing. Please, read to the end, so that I do not duplicate a bunch of text with explanations here, especially point 4. And you will understand the reason of the bug. Ask if something isn't clear. To avoid flickering on a screen switching: DISP_MAP_TITLE() { vsync(); // wait until the last frame will be drawn or wait for the new frame disp_off(); mpd_draw_screen_by_pos( 0, 0); vsync(); // wait the next frame with a fully filled screen disp_on(); }
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Post by hyperfighting on May 13, 2022 11:54:56 GMT
Thanks for sorting me out. Incorporated the screen jump changes and added this line. "scroll( 0, mpd_scroll_x(), mpd_scroll_y(), 0, ScrPixelsHeight, 0xC0 );" and it seems the glitch is gone!!
/* update BAT with tiles */
mpd_update_screen();
scroll( 0, mpd_scroll_x(), mpd_scroll_y(), 0, ScrPixelsHeight, 0xC0 );
/* see mpd.h for details */ vsync(); vreg( 7, mpd_scroll_x() ); vreg( 8, mpd_scroll_y() );
if (spriteRender==1)
{ Zuk_State_Machine(); }
satb_update(); I will continue integrating MAPeD into the main project and see how far I get! Thanks again!
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Post by 0x8bitdev on May 13, 2022 12:02:15 GMT
"scroll( 0, mpd_scroll_x(), mpd_scroll_y(), 0, ScrPixelsHeight, 0xC0 );" and it seems the glitch is gone!! /* update BAT with tiles */
mpd_update_screen();
scroll( 0, mpd_scroll_x(), mpd_scroll_y(), 0, ScrPixelsHeight, 0xC0 );
/* see mpd.h for details */ vsync(); vreg( 7, mpd_scroll_x() ); vreg( 8, mpd_scroll_y() );
if (spriteRender==1)
{ Zuk_State_Machine(); }
satb_update(); OMG!.. PLEASE, read again carefully!!! Now you are trying to use the both options simultaneously... That works, but why?!... Even the comment tells you - ' see mpd.h for details'
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Post by hyperfighting on May 13, 2022 12:04:17 GMT
Just realized this! removed /* see mpd.h for details */
// vsync();
// vreg( 7, mpd_scroll_x() );
// vreg( 8, mpd_scroll_y() ); Got too excited!
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Post by 0x8bitdev on May 13, 2022 12:57:27 GMT
BTW, just noticed:
case 3: if (__scroll_y<896) { mpd_move_down(); }
DON'T USE INNER LIBRARY VARIABLES DIRECTLY! JUST FORGET IT!
FORGET ABOUT ANYTHING STARTING WITH '__' ! USE ONLY 'mpd_' !
Replace the '__scroll_y' with the 'mpd_scroll_y()'! And in the 'Scripted_Events.h' too!
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Post by hyperfighting on May 13, 2022 13:20:37 GMT
Will do! Thanks Again!
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Post by 0x8bitdev on May 13, 2022 17:27:46 GMT
elmer Getting back to the question about using the bgx1 and bgy1. On the one hand writing directly to the 0x220c/0x2210 ( bgx1/bgy1) in HuC looks like a hack. On the other hand it works well as a replacement for a direct writing to VDC's scroll registers and for the ' scroll(...)' (if you do not need a split screen). So I just wanted to know is writing to the 0x220c/0x2210 a good solution for scrolling in HuC ?
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