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need help |
vbt - Feb 22, 2004 |
vreuzon | Feb 24, 2004 | |||
What do you mean by "incorrectly displayed" ? |
ExCyber | Feb 24, 2004 | |||||||
Yeah, it's hard to figure out what's wrong without at least a description of what it looks like... but from a quick proofread I can see:
Code:
This will mess up raster effects at the very least, since you're not updating scroll/blanking state on each line. For most games this shouldn't be a big deal though...
Code:
Just a nitpick, but that's the rightmost eight columns (I think it's the comment that's wrong rather than the code |
vbt | Feb 24, 2004 | ||||
Here is a pic of my current problem : Don't pay attention on the correct sprite, I've modified SMS plus to use 2 plans (NBG0 : BG in tile mode, NBG1 : sprites in Bitmap mode). Also I've change map assignment and it seems to be a little better : map[line+column] = attr; to display a simple tile of 32x24 I used this but I didn't manage to reproduce the same way of working :
Code:
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vbt | Feb 25, 2004 | ||||
I found the solution The worlking loop looks like this : (maybe somthing can be improved ?)
Code:
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slinga | Feb 25, 2004 | |||
The masses want a screenshot |
vbt | Feb 26, 2004 | |||
Here is the pic PS : there is no more zoom but it's just a detail |
M3d10n | Feb 27, 2004 | |||
Holy cow! Looking very good. Are you using the Saturn's own tile layers to show the SMS tiles? Such concept fascinates me. It's like emulating an N64 using Glide or something. Wasn't Stardust trying to do the same? |
slinga | Feb 27, 2004 | |||
Yeah VBT awesome screenshot :cheers |
vbt | Feb 28, 2004 | ||||
again a problem I moved the sprite layer to tile mode, the sprites are displayed (with a bad color but it doesn't matter) but when a tile is displayed I don't manage to clear a tile no more usefull, can someonr help me ? Also I'd like to know what is the use of the lookup table ? I never use it in fact.
Code:
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vbt | Feb 29, 2004 | |||
I managed to corect the palette problems by using two palettes but I have a real pb with the two layers Case 1 : cache = (Uint8 *)SCL_VDP2_VRAM_A1; cache2 = (Uint8 *)SCL_VDP2_VRAM_B1; map = (Uint8 *)SCL_VDP2_VRAM_A0; map2 = (Uint8 *)SCL_VDP2_VRAM_B0; with config.patnamecontrl = 0x000c;// VRAM B1 づオフセット for the two layers. In that case, the two layers diplays the same thing whereas the maps are differents !!! Case 2 : cache = (Uint8 *)SCL_VDP2_VRAM_A1; cache2 = (Uint8 *)SCL_VDP2_VRAM_B1; map = (Uint8 *)SCL_VDP2_VRAM_B0; map2 = (Uint8 *)SCL_VDP2_VRAM_A0; with config.patnamecontrl = 0x000c;// VRAM B1 づオフセット for the two layers. In that case, the first and second layer displays something correctly but some frame later, the sprite layer start to display unwanted tiles (even if I remove all update of the map) So I'd like to know what is the right way to set layer and also what seems to be correct in the two cases. Finally, I'd like to know how to set config.patnamecontrl I searched in the VDP doc and didn't find something that tell me 0x0c=VRAM_B1 0xXX=VRAM_A1 |
ExCyber | Mar 1, 2004 | |||
The VDP docs are pretty much 100% low-level stuff, for registers they define the individual bitfields/flags rather than values that you would write to the entire register. You might want to check the SGL Reference Manual. |
vbt | Mar 2, 2004 | |||
I returned to the case two and forced the first tile to 0x00 and now the display is almost correct. I still have some glitches between transition screens. PS : I found some good info about the VDP2 in the souce of MESS there http://cvs.mess.org:6502/cgi-bin/viewcvs.c....view... It's easy to find the same information in the SEGA doc but it's more readable |
vbt | Mar 20, 2004 | |||
I finally managed to display real Saturn sprites and tile For those who have a commcard you can test this binary : SMS Plus with tile and sprites... Dega PC : 100 % SMS Plus Saturn: 48 % Master Gear Saturn :31 % Previous SMS Plus Saturn: 25 % |
vbt | Apr 4, 2004 | |||
Eh Eh, I have made small improvements : - There are less glitches.Two sprites seem to be mandatory : one to define the system clipping, the second one to define the local coordinates - Sprite positions are correct on emus and on Saturn - supports now 8x8 and 8x16 sprites This is a small sample with a game that uses 8x16 sprites Binary for a PAR... |