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Messages - tr1p1ea
Pages: 1 ... 19 20 [21] 22 23 ... 44
301
« on: June 14, 2013, 05:31:11 pm »
Maybe a smaller PIC size would be more beneficial. Of course regardless of the PIC size, any lib will most likely read them from FLASH anyway. On calc compression is a possibility but would be a performance hit.
302
« on: June 14, 2013, 01:52:40 am »
They take up 15808 bytes.
303
« on: June 14, 2013, 01:44:13 am »
Well in tests ive used PIC's that are 256 colour (a standardised palette) with a res of 152x104 (15808 bytes), but scaled by 2x so they are 304x208. Its enough to store 247 8x8 tiles.
304
« on: June 13, 2013, 11:29:58 pm »
I was thinking about making custom PIC's as appvars that could be given a custom name by the user to prevent the overwriting issue.
305
« on: June 13, 2013, 05:47:11 am »
Awesome. Though the texture scaling code in the lode example code can really be optimised a lot if you wanted to dive into it deeper.
306
« on: June 12, 2013, 05:09:27 pm »
Awesome! Is this based on Permadi or the lodev info source? Either way it looks really good, and to hear it runs fast is great .
307
« on: June 12, 2013, 03:32:05 am »
308
« on: June 11, 2013, 06:48:52 pm »
Is it a VC version of wind waker?
309
« on: June 11, 2013, 01:13:58 am »
Since you are clipping triangles in 2D, you will need to see if the length of any slice is > 128 and dont draw if this is so. This usually means that the triangle is ultra close to the viewer anyway so should be ok.
If you are wanting to make an indoor room however, you might need to look at 3D clipping techniques.
310
« on: June 10, 2013, 08:06:01 pm »
I too liked the grayscale but thats just me ... i like grayscale . Either way this game has always looked awesome and i hope it comes to fruition soon.
311
« on: June 02, 2013, 01:52:38 am »
I guess since it does write to archive then naturally if you were to use it over and over it would wear out FlashROM.
Perhaps an ASM lib can be made that will allow you to 'storePIC' to the extra RAM pages instead?
312
« on: May 25, 2013, 10:07:06 pm »
I say make it cross platform!
313
« on: May 23, 2013, 04:47:35 pm »
Wow nice! Im not sure ive seen anyone write such a routine before?!
314
« on: May 23, 2013, 04:43:06 pm »
What about Australian coders?!
315
« on: May 19, 2013, 11:24:31 pm »
Technically the scrolling is only drawing the edges as required so its not really animation I guess.
The first image test I did was half res 16 colour stored in nibbles. Was just a quick test but did use pucrunch since that's pretty simple. What compression techniques are you using currently and planning to use in the future?
Also when you say 8bit colour you mean 8bit index to a 16bit colour table?
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