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Post by 0x8bitdev on May 14, 2022 12:59:28 GMT
What do you want to do?
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Post by hyperfighting on May 14, 2022 13:41:56 GMT
0x8bitdev I have a simple project that demonstrates and isolates the problem. Press "Select" UGLY BANK SWITCH
Please let me know if you can download it.
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Post by 0x8bitdev on May 14, 2022 13:52:55 GMT
Yes, I can.
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Post by 0x8bitdev on May 14, 2022 14:03:07 GMT
Congrats! You've solved the issue yourself.
You are right, don't use cls()!. So remove: cls(); and vsync().
The cls() clears the BAT by the space CHR. In your gfx bank, the space CHR is a part of something... that looks like a garbage.
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Post by hyperfighting on May 14, 2022 14:18:07 GMT
Well thanks for that!!! cls(); is gone and the bank switch is seamless!!!!! It is odd to me that MAPeD creates those three UGLY tiles and I am unable to delete them? Also I am wondering why 'Skip zero CHR/Block' ruins the blue background?
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Post by 0x8bitdev on May 14, 2022 14:30:05 GMT
It is odd to me that MAPeD creates those three UGLY tiles and I am unable to delete them? That 'ugly' tiles just linked to a zero CHR by default. As I wrote, by default, all the CHRs/Blocks/Tiles are zero filled arrays. So you can see zero CHR on those blocks. You don't need to delete them. But you can replace the content by any other CHRs manually or automatically. Manually: 1. Click the block. 2. Click any CHR in the CHR bank. Automatically: 1. Click the block. 2. Click the 'Reserve CHRs' button. Just read the Quick Guide. Also I am wondering why 'Skip zero CHR/Block' ruins the blue background? The sky block was optimized during importing process. Click the zero block and assign a palette that is used for the sky graphics.
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Post by hyperfighting on May 14, 2022 15:00:19 GMT
Thanks so much for all the info! And sorry to make you repeat yourself! I am happy to report MAPeD is fully integrated into a new 320x224 wide screen Zuks!. 1. MAPeD provides all the BANK DATA. No more Promotion 2. Attract and Title Maps have been optimized (unnecessary tiles be gone! -TITLE TEXT and PUSH RUN moved to the MAP) 3. Attract Sequence upgraded to use 7 scrollable windows (tried 8 but there was a really messy scenario...meant to post kinda off topic) 4. Title Screen/Player Select/Level Intro Seamlessly transitions to scrollable and static scenes. Outstanding: - Replacing the falling blocks and using the put tile command. This opens the door to eliminate the "PUSH RUN" sprite. Potentially also opens the door for collectables aka coins via the BAT in the main game. - Need to adjust the falling star sequence to accommodate the new resolution. - Need to adjust the placement of all sprites. - Talking frame rate strategy....turning off MAPeD updating on static screens creates turbo speed. When MAPeD updating is "off" and "vsync();" is called every frame the frame rate is consistent. However I think if I disable both the MAPeD updating and vsync(); I might be able to get a seamless transition from one Zuks Title to the next. switch (map.render) {
case 1: // Move our map mpd_update_screen(); scroll( 0, mpd_scroll_x(), mpd_scroll_y(), 0, ScrPixelsHeight, 0xC0 ); break;
case 2: //Steady our framerate vsync(); break;
case 3: //Unleash Turbo Speed - In quick moments this may help the screen jump flashing etc break; }
I know there has been an abundance of off centered videos so I will wait until the centering is at least correct before posting another. I will still be active on the forums but unfortunately I have an obligation that will take quite a bit of my time between now and Tuesday. I can still communicate openly and I will be checking in regularly. I will do my best to keep the ball rolling improving the project whenever I possibly can! This has been incredible! Thanks for putting up with me! KING DROOL over and out! [upd] I can't seem to pull myself away lolI tried every palette and this is the best I can do? Still using the exact same file I uploaded earlier just with the 'Skip zero CHR/Block' option checked.
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Post by 0x8bitdev on May 14, 2022 15:26:36 GMT
- Talking frame rate strategy....turning off MAPeD updating on static screens creates turbo speed. When MAPeD updating is "off" and "vsync();" is called every frame the frame rate is consistent. However I think if I disable both the MAPeD updating and vsync(); I might be able to get a seamless transition from one Zuks Title to the next. Skipping vsync may cause glitches. But you can try I tried every palette and this is the best I can do? Still using the exact same file I uploaded earlier just with the 'Skip zero CHR/Block' option checked. You've changed a palette for the first CHR in that block. Just do the same for the rest............... Just in case. That last garbage blocks were empty. And they will not be exported. Once you've assigned an empty CHRs to that blocks, they are look empty, but actually they are filled with data and will be exported.
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Post by hyperfighting on May 14, 2022 15:28:08 GMT
I'm a knob... I thought you could only change the palette per tile. Total user loser here.
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Post by 0x8bitdev on May 14, 2022 15:31:56 GMT
I'm a knob... I thought you could only change the palette per tile. Total user loser here. A Palette can be changed per CHR, but that CHR is a part of a block 2x2.
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Post by elmer on May 14, 2022 20:04:05 GMT
I'm a knob... I thought you could only change the palette per tile. Total user loser here. That's a limitation with HuC's particular library code, not some kind of limitation that applies to 16x16 (or larger) tiles in any other environment.
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Post by 0x8bitdev on May 15, 2022 8:52:13 GMT
I'm a knob... I thought you could only change the palette per tile. Total user loser here. That's a limitation with HuC's particular library code, not some kind of limitation that applies to 16x16 (or larger) tiles in any other environment. Sure. In the MAPeD, assigning a palette to CHRs in a block 2x2 (16x16pix) allows you to use the same CHRs graphics with different palettes. It's a way to optimize data.
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Post by 0x8bitdev on May 16, 2022 16:10:00 GMT
Let's put an end to the question of applying scroll values! At any time of the day or night, in any weather, in any political system, for a fullscreen scrolling, use the following simple, fast and safe code: pokew( 0x220c, mpd_scroll_x() ); pokew( 0x2210, mpd_scroll_y() ); vsync();
No any HuC's 'scroll(...)' for a fullscreen scrolling!
But, if you need to limit the scrollable area, for example, you want to make a static HUD, you can use the HuC's 'scroll(...)' function. Updated the latest library changes (MPD v0.4)Updated samples in the dev build.
---------------------------------------------------------------------------------- hyperfighting I've fixed the issue with a quality of exported layout image.
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Post by hyperfighting on May 16, 2022 17:46:27 GMT
This is terrific news can't wait to give the new scrolling method a try!
The exported images will be really handy =)
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Post by hyperfighting on May 18, 2022 19:21:39 GMT
This is Zuks! 320x224 MAPeD edition!
- Full MAPeD integration! All Promotion references are removed. - Res is 320 x 224 - All sprites/routines have been adjusted to meet the new spec. - Attract Sequence has 7 scrollable windows. Previously 4.
Compare it to the original 256x224 prototype.
Outstanding:
-Falling Blocks -Is it somehow possible to remove the Flash during the screen jump to "Zuks! Title" -I use "mednafen.exe -qtrecord zuks.mov zuks.pce" to run and capture does anyone know if there are better settings for running and capturing at 320x224 resolution?
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