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41
Hello,
I don't understand what you want to do.
If you need value of 14° tile of your 1 line, you just need to do valueOfTile=mapcol[14], why are you usigned & for address of mapcol ?
If it is value of 14° tile of 2nd line, it's mapcol[14*256] if you have a short type for mapcol, and so on ...
42
PVSnesLib English section / Get value of the certain tile position in Map Collision
« Dernier message par faeldaniel le 07 avril 2014 à 22:29:10 »
Hello alekmaul,

I am created my Routine for get Map Collision, I need to know what is the value a certain tile, for exemple, i having one Map Collision with Width 256 and Heigth 512 and genarate my Collision Map, your name is definide as &mapcol for this imagem, i liked get value of 14º tile and return if is 1st or 2st tile becouse Map Collision has only 2 tiles.

Citer
shot valueOfTile;

 valueOfTile = &mapcol / (13); //13st tile, return 1 or 1st Tile
 valueOfTile = &mapcol / (14); //14st tile, Return 1 or 1st Tile
 valueOfTile = &mapcol / (15); //15st tile, Return 2 or 2st Tile
 valueOfTile = &mapcol / (16); //16st tile, Return 2 or 2st Tile
 valueOfTile = &mapcol / (17); //17st tile, Return 1 or 1st Tile
 valueOfTile = &mapcol / (18); //18st tile, Return 2 or 2st Tile

...

43
Discussions Générales / Re : emulateur gba sur ds: gbaemu4ds
« Dernier message par gego51 le 04 mars 2014 à 00:46:42 »
désolé du retard, il n'y à pas eu de mises à jour depuis 9 mois et l'auteur recherche un débogueur pour son emu https://github.com/ichfly/gbaemu4DS
http://gbatemp.net/threads/gbaemu4ds-gba-emulator-for-ds-i-dsi-entry.281715/page-107
44
Discussions Générales / Re : emulateur gba sur ds: gbaemu4ds
« Dernier message par alekmaul le 08 janvier 2014 à 17:13:03 »
c'est clair, plus de mise à jour. Mais tu sais, sur certains projets, je reprends après plus de 6 mois ;)
45
Discussions Générales / Re : emulateur gba sur ds: gbaemu4ds
« Dernier message par gego51 le 02 janvier 2014 à 16:30:01 »
je pense que l'émulateur gba est abandonné depuis 6 mois...
46
Discussions Générales / Re : snemulds en open source sur google
« Dernier message par gego51 le 02 janvier 2014 à 16:24:40 »
désolé du retard, pour moi ce qui m'étonne le plus,c'est qu'il ai récupéré les sources de la v6 alors qu'elle sont introuvable
47
 ;) thanks
48
And sorry for the lack of reply, I was very busy last weeks :(.
Nice to see that you solved your problem.
Don't hesitate to query some new feature for gfx2snes !
49
Sorry  :-[ i did not read the documentation of gfx2snes, just use the parameter -mp (Convert the whole picture with high priority) and the graphic is convert with high priority.  ;D
50
Hello alekmaul,

I have this problem in my initial studies and whait becouse this is not important in moment, i soluvied all problems for my game but the only one persister, this Background Priority, i need with the background layer in mode 1:

"Front" < BG3, BG2, SPRITES, BG1 > "Behind"
I control individual layers perfectly in VRAM, i developed my implementation for show dialog for texts in BG3 its it work very good because I have had problem with native consoleDrawText() in BG3.

My view structure is thus:
<Front Screen>
BG3 -> Here Dialog texts (I need set bit priority for 1, default is 0)
BG2 -> Here will be for example, leaf of trees, to create depth effect for the sprite (I need set bit priority for 1, default is 0)
OBJ -> Are all sprites (The priority i set in 2 and working becouse is native in function OamSet)
BG1 -> Here all background for my map (the bit priority default is 0, so no need to do anything)
<Behind>

From what I read this is possible becouse i see in the official documentation as provided by Nintendo in the page 214, this point talk about this http://99.10.161.154/alcaro/docs/book1_text.pdf simply to set priorities so:
BG3 -> priority 1
BG2 -> priority 1
OBJ -> priority 2
BG1 -> priority 0

I see too in No$sns in Vram Viewer in tabs individual BGs i see filder "Priority".

Talking with KungFuFurby he also commented that:
Citer
This is how you get that type of arrangement (if I interpreted http://nocash.emubase.de/fullsnes.htm#snespictureprocessingunitppu 's background priority chart correctly)

I need set this priority flag, this should be done with graphics (gfx2snes) converter correct?
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