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Tech and Homebrew => Turbo/PCE Game/Tool Development => Topic started by: touko on October 16, 2009, 03:41:08 AM
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Hi all i have made a fire effect ..
http://www.partage-facile.com/4GZK92OKUH/essai_asm.pce
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Wow. That is the single worst barrage of advertising I've seen in the history of the internet. I can't imagine what it would be like for those poor shmucks running 5 year old copies of IE with no pop-up blocker.
Anyway, hosting aside...
I'm running TGEmu right now, not the best emulator ever made, and I see a static image of fire. Is it supposed to move? Not that I'm complaining. I can't even code "Hello World" on a PCE.
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Wow. That is the single worst barrage of advertising I've seen in the history of the internet. I can't imagine what it would be like for those poor shmucks running 5 year old copies of IE with no pop-up blocker.
Anyway, hosting aside...
I'm running TGEmu right now, not the best emulator ever made, and I see a static image of fire. Is it supposed to move? Not that I'm complaining. I can't even code "Hello World" on a PCE.
:mrgreen: Lool ..
For emulator, i don't know tgemu, but try with mednafen :wink:
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It works in Magic Engine, looks pretty cool as well. You could probably use a similar routine to simulate water I imagine.
(And for the love of god, please upload to somewhere like rapidshare next time!)
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ok i'll try rapid share next time :wink:
It works in Magic Engine, looks pretty cool as well. You could probably use a similar routine to simulate water I imagine.
Yes i have used a tom's hsync routine used for a sgx demo (in colaboration with xavier).
The demo have a wavy hsync deformation of background.
I have used that with my fire background, without wave data, the deformation is randomised,and very fast. 8)
This give you an illusion of fire :mrgreen:
Thanks tom for your hsync routine :clap:
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what hsync routine is that?
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what hsync routine is that?
I have found it on the frozen utopia forum ..
link is : http://forum.frozenutopia.com/index.php?topic=214.0
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OK, I tried it in Magic Engine. Looks great!
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Looks pretty nice. It'd look great in the background of the first level of Dracula X.
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what hsync routine is that?
I have found it on the frozen utopia forum ..
link is : http://forum.frozenutopia.com/index.php?topic=214.0
Wow, that's old. This one's faster, slimmer, but no SGX support. http://75.126.152.9/~pcengine//huc_stuff/hsync.zip
Dude, that fire demo is awesome! Hahaha :D Nice
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Ads were thrown at my browser, causing a massive Abort Mission. 8-[
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Tom i post here the version what i have used ..
http://rapidshare.com/files/294119725/sgx_wave.zip.html
Thanks tom for latest version :mrgreen: ..
Eh tom the huc function to set bgnd color to 0 is ..
set_color(0,0);
nothing is more easy :mrgreen:
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Tom ,if i use your hsync routine ,in first time for make a background x_scroll, the scrolling is flicking !! :shock:
But a background y_scroll is normal ..
Bug removed, it turn more faster in C LOOL , :-"
this
temp=map_x+scroll_x1;
#asm
lda _temp+1 ;// This is over a hunderd times faster
ldy _temp
lsr a
say
ror a
cly
sta _hs_x_l,y
sta _hs_x_h,y
#endasm
replaced by
temp=map_x+scroll_x1;
hs_x_l[0]=temp>>1; /* A little fixed/float point variable */
hs_x_h[0]=temp>>9;
temp=map_y+scroll_y1;
hs_y_l[0]=temp>>1;
hs_y_h[0]=temp>>9;
finaly i have replaced by
#asm
cly
lda _temp
sta _hs_x_l,y
lda _temp+1
sta _hs_x_h,y
#endasm
it seems that your code is a 2 divider .
For exemple, if i have 10 in temp,both hs_x_h and hs_x_l have 5 ..
probably not the best way, but it works.
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Heh, I must have messed with the source example a few times. That one part is a 15bit:1bit fixed point number. That's why there's a 16bit shift there (A:Y).
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Heh, I must have messed with the source example a few times. That one part is a 15bit:1bit fixed point number. That's why there's a 16bit shift there (A:Y).
Strange, because it works fine with your exemple, but very bad with a classic bgnd ..
And re strange, y_scroll works good with same code ..
BTW, is it possible to use your hsync routine like huc scroll function ???
I have tried to make it, but all my bcgnd is duplicated in x_scroll, not a part of it.