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Messages - tonma

#1
Quote from: TurboXray on 05/20/2016, 03:24 AMLet us know which method you use for bounding box checks.
A simple one. Center point of bullet inside the player/enemies sprite bounding box.
I don't know if this method have a name !
#2
New tests on the shoot  :mrgreen: not much time these days.

Adding enemies and collision test.
IMG
#3
Yes, all new game is great.

I don't have hardware but I may play it well in mednafen.
#4
Downloaded too. Thanks, I'll try it soon.
#5
 
Quote from: TurboXray on 01/25/2016, 11:12 AMNice! Also, welcome to the darkside of assembly ;)
Thanks to all, I continue my journey of the "côté obscure" of assembly  :mrgreen:
I'm just a padawan.
#6
For my background, I only use a palette of 16 colors. Because I don't try yet several palettes at the same time.

I'm sure for the AGA or CD32 version, there are at least 32 colors with several different palettes.
#7
Thanks  :D

Yes, I leave the HuC alone. Many people told me it's really slow. So why not begin directly with full assembly.

But I code slower than C because I learn at the same time. And because lot of examples / Tools are in C.
#8
Hi, I've just begun my journey in full asm development.

A Platform game and a vertical scrolling game. One with PyschoFox assets and the vertical with Banshee CD32 and ansimuz ship.
Some slowdown only on the video.
#9
Hi, That's a good alternative. And making a game in C would be great. I think you have a good speed and no slowdown like the old huc.

I don't have yet a real pce to test, what emulator do you use to have the same speed than real hardware.

Will you make amiga game for the amiga 500, I don't know with can use C for that. But it's a good news. What software do you use ?
#10
Thanks. And you don't discourage me.  :mrgreen:

It's a great explanation. I already begin to write my sprite asm routines but I was hoping to save time by using some easy parts of huc. For example loading datas, etc ...

It will be a long and hard road but a great joy when the game will be 100% finished. I need to find time to work on.
#11
Merry Christmas.  :mrgreen:

Just to clarify for the slowness. Is it  the compilation with HUC or macros that are not optimized.
Or maybe the two ...

If it's the macros, I can begin to optimize them. But if this is the HUC compilation, I can just call the macro in asm.
#12
Thanks to all.

I think I have the last version, 1.2

Thanks about the slow warning. If I see lot of downrate, I'll change subroutines to asm.
#13
Hi, I'm a new french dev on pc-engine.

I've just made some test with HUC and in asm like that (sprite and scroll) : IMG

Now I wish to test the sgx. And I have found an old post here with sgx lib : https://www.pcengine-fx.com/forums/index.php?topic=7805.msg131620#msg131620 but didn't find the samples. www.pcedev.net/huc/SGX_AC_LIB/sample.zip

I was able to compile an example and show the layer of the SuperGrafx. But I don't know how to choose the layer. Does anyone know how to write tile/sprites on sgx vdc and at the same time on pce vdc ?

Maybe we need to use the pce vdc like usual, but how can we choose to update satb of the sgx and the pce ?

Thanks.