Search found 2356 matches

by D3thAdd3r
Wed Jul 18, 2018 7:55 pm
Forum: Games & Demos
Topic: An RPG on Uzebox
Replies: 5
Views: 38

Re: An RPG on Uzebox

On BlitSprite and BlitSpritePart, I think there was a fairly recent clean up on Mode 3 by Jubatian. Maybe some internal things got renamed? The sprite techniques wiki entry was written quite a while back, though the concepts there are still valid.
by D3thAdd3r
Wed Jul 18, 2018 1:28 am
Forum: Games & Demos
Topic: An RPG on Uzebox
Replies: 5
Views: 38

Re: An RPG on Uzebox

Hell yeah, this is exciting! Sounds like you are really going all out on this one and using some advanced approaches to it all. Utilizing the SPI Ram to the max strikes a particular chord with me, it is something that really needs to be leveraged proper like you are here. I still do want to make the...
by D3thAdd3r
Mon Jul 02, 2018 7:04 pm
Forum: Programming & Software
Topic: Mode 52: 2bpp square pixels with scrolling & sprites
Replies: 23
Views: 970

Re: Mode 52: 2bpp square pixels with scrolling & sprites

Having that a variable is a good idea, especially in a mode like this where you can have many more ram tiles than could actually be blit as sprites. Tons of flexibility then for offloading title/menu/etc graphics while still having lots of tile indices available in game. Stacked on top of already sm...
by D3thAdd3r
Sat Jun 30, 2018 3:50 pm
Forum: Programming & Software
Topic: Mode 52: 2bpp square pixels with scrolling & sprites
Replies: 23
Views: 970

Re: Mode 52: 2bpp square pixels with scrolling & sprites

Great stuff, I would really like to make some Metroidvania grayscale game with this. Would ram tile tricks work the same as other 8 bit vram modes?
by D3thAdd3r
Sat Jun 30, 2018 3:31 pm
Forum: Uzebox Derivatives & open source consoles
Topic: BASICengine SBC
Replies: 3
Views: 240

Re: BASICengine SBC

I agree that is a neat/weird video chip. Firstly I like the story of how it came to be, but that it can actually offload a lot of the cycles during a scanline. It sounds like this console could have multiple background layers with that offload, and of course the horsepower in the ESP8266 having tens...
by D3thAdd3r
Sat Jun 30, 2018 2:32 am
Forum: Uzebox Derivatives & open source consoles
Topic: BASICengine SBC
Replies: 3
Views: 240

Re: BASICengine SBC

Ah I like the angle there. Really it seemed time someone made an ESP8266 based console beyond just a tech demo. I guess I would want to see a few games on the platform before I jumped on board, and more so an emulator. If a few crazy people really put some work into it, I bet it would end up an inte...
by D3thAdd3r
Thu Jun 21, 2018 4:22 am
Forum: Tools, Documentation & Tutorials
Topic: Uzebox Mode 3 with Scrolling Guide
Replies: 16
Views: 1114

Re: Uzebox Mode 3 with Scrolling Guide

Nice job getting it working, looking forward to seeing more of that game in action :)
by D3thAdd3r
Wed Jun 20, 2018 3:29 am
Forum: Tools, Documentation & Tutorials
Topic: Uzebox Mode 3 with Scrolling Guide
Replies: 16
Views: 1114

Re: Uzebox Mode 3 with Scrolling Guide

touchingTile == 24+Screen.scrollY I don't understand the intent behind that line and it is hard to guess without seeing more code. Keep in mind that changing scrollY does not change any data in vram, only loading new rows in at the top and bottom can do that. So you basically need to figure out how...
by D3thAdd3r
Tue Jun 19, 2018 12:41 am
Forum: Music & Graphics
Topic: Coop game development
Replies: 14
Views: 587

Re: Coop game development

For me, I sometimes build full concepts from the tiles, place sprites, items, etc. to get something that looks like it was a screenshot of the game running. Basically the most "intense" scenario that can happen in the imagined game. If you have that(following normal 8x8 tile rules), it is easy to ap...
by D3thAdd3r
Tue Jun 19, 2018 12:23 am
Forum: Programming & Software
Topic: How to get the current tileset
Replies: 21
Views: 747

Re: How to get the current tileset

I considered putting font data into ram tiles but in my actual use case I will only have 8 ram tiles left Ah, yeah in that case it is probably not too useful an approach. Really I only found uses for it in title screens, menus, etc. where there is minimal sprite usage. Columns is a pretty serious n...