Search found 25 matches

by BMBx64
Wed Oct 31, 2018 8:55 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

Hi, since libn64 is taking a while i decided to take another look at libdragon and fix, clean, add new content. There was a bug when disabling AA (320x240) on NTSC, at first i though it was a libdragon fault but when setting 0x00003302 directly to VI status the bug remains, seems like a bad combinat...
by BMBx64
Mon Dec 04, 2017 12:07 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

Yeah a bit of both things. Libdragon is a library for programming on N64, however is really limited, at the point sprite flip was not even possible, so ive started improving it/adding new features. Then i made a tool for converting textures and a tile engine. Im moving soon to libn64, the lib of Mar...
by BMBx64
Sun Nov 19, 2017 10:16 am
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

The latter has a vertical line on top of the island, looks like misaligned texcoords. Yeah you are right, im not sure if it was a mistake on the emulator, on real harware seems fine. ADDED RDP NOISE Another color combiner, provides some kind of TV noise, works on rectangles and triangles, added 2 o...
by BMBx64
Fri Oct 20, 2017 3:45 am
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

ADDED DITHER Another in build RDP setting. - rdp_rgb_dither(num); 0 magic square 1 standard 2 random 3 disabled - rdp_alpha_dither(num); 0 pattern 1 ~pattern 2 random 3 disabled Random rgb dither applied on the sky surface, can be useful for film effect or Silent Hill filter. https://i.imgur.com/0y...
by BMBx64
Sun Sep 17, 2017 10:50 am
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

ADDED FIRE EXAMPLE https://i.imgur.com/Y1y25dn.gif This example features few effects provided by the new libdragon functions. - S deformation of concrete framebuffer area - Blur using multiple alpha levels CONTROLS Hold Z - To do blur effect Press A - To generate fire (up to 99, fire variables are ...
by BMBx64
Sat Sep 09, 2017 3:43 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

I made a github page, is not a clone / fork of the original libdragon github, im still learning how it works, so this is just a test but i did uploaded some files meanwhile. Github: https://github.com/conker64/libdragon The interesting ones are rdp.c & rdp.h, there is one TLUT example as well, i wil...
by BMBx64
Thu Sep 07, 2017 4:40 am
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

ADDED FRAMEBUFFER EFFECTS There are several games that uses different framebuffer effects, such as Mario Kart 64 for the background screen, i though it was a good idea have few functions to allow this: https://i.imgur.com/j7m8za9.gif void rdp_buffer_screen( display_context_t disp, int texture_mode ...
by BMBx64
Wed Aug 30, 2017 3:12 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

Thx Espozo :beer: 32bit TMEM texture fix Now the 4KB of TMEM can be used for 32bit textures (32x32) It was a bug on the rdp_load_texture function of libdragon: (((((real_width / 8) + round_amount) * sprite->bitdepth) & 0x1FF) << 9) The fix (tile line param is the same one for 16bit and 32bit texture...
by BMBx64
Thu Aug 24, 2017 5:30 am
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

Does libdragon support triangle rendering, shading, etc? On the default libdragon you can render 2D Non shaded triangles, using blend color, function rdp_draw_filled_triangle. http://i.imgur.com/YMhinF4.gif On my side i have added a function to select any from this list called rdp_triangle_setup( n...
by BMBx64
Sun Aug 20, 2017 5:42 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

ADDED 4/8 BIT TEXTURES This took a while, i had to update Sprite64 tool as well which i will post on the next days. The implementation is not finished yet, i followed Krom's ASM examples to do it, for some reason working together with libdragon it fails at showing any texture above 1KB (2KB max, th...
by BMBx64
Sun Jul 23, 2017 10:04 am
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

This one? https://www.elotrolado.net/hilo_hilo-de-detalles-y-curiosidades-de-n64_2171497 Yeah, similar info regarding libdragon, there is a bit of trivia and analysis of comercial games as well (framerate, debug, wireframes, poly count, etc). Krom ASM examples can be found here: https://github.com/P...
by BMBx64
Sun Jul 23, 2017 5:05 am
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

ALPHA BLENDING TEST Small test that shows 32 levels of transparency in 1cycle mode (16bit mode / RDP). https://i.imgur.com/WtJdl2K.png CONTROLS A - Flip Sprite Z - Enable/Disable Additive blending L/R - Alpha control Joy - Scroll C buttons - X / Y Scale (zoom) DOWNLOAD https://mega.nz/#!g4ZlELCY!1W...
by BMBx64
Fri Jul 14, 2017 1:08 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

Would using a bucket sort , maintaining a display list for each texture and adding each quad to the appropriate texture, run faster than qsort? You might need two passes over the tilemap , one to count tiles using each texture and one to actually build the display lists. Dunno, how much memory woul...
by BMBx64
Thu Jul 13, 2017 12:25 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

Added display list for drawing scroll in texture order, uses qsort. http://i.imgur.com/QoMfu4Z.gif Test: - 104fps (16x16 tiles) - 169fps (with texture order) Normal tiles VS mirrored tiles: (to save space) Normal x= 0 - 169fps x= 194 - 161fps x= 974 - 144fps x= 1552 - 171fps Mirrored x= 0 - 164fps x...
by BMBx64
Sun Jul 09, 2017 7:11 pm
Forum: Other Retro Dev
Topic: N64 programming (libdragon)
Replies: 66
Views: 75484

Re: N64 programming (libdragon)

Testing some kind of scroll optimizations.. This map is a good example, have 6 scroll layers, but mostly covered by the main layer: http://i.imgur.com/0kDgDiR.gif Performance (same spot area): - 90fps (main scroll - 16x16 tiles) - 116fps (64x32 tiles) Each tile checks a binary list to discard covere...