Search found 17 matches

by M2m
Sun Apr 18, 2021 2:01 am
Forum: GBDev
Topic: GBDK2020 - Wobble Effect with some glitches
Replies: 3
Views: 2728

Re: GBDK2020 - Wobble Effect with some glitches

A giant switch() probably turns into if() else if() cascade, which explains why it gets slow. Look at the asm, and maybe try a jump table. Indeed. Thanks for the tipp ! I changed it now to an offset table for each LYC_REG value and this works without graphic glitches :D even with every 2nd scanline...
by M2m
Sat Apr 17, 2021 12:16 am
Forum: GBDev
Topic: GBDK2020 - Wobble Effect with some glitches
Replies: 3
Views: 2728

GBDK2020 - Wobble Effect with some glitches

I'm trying to make some kind of 'wobble' effect for the Gameboy in GBDK2020: inspired to what Links Awakening did with the Windfish in the end. I'm getting graphical glitches if I modify 'too many' lines during hlank and also I seem only to be able to adjust like every 3-4th line, otherwise I also s...
by M2m
Thu Apr 08, 2021 8:24 pm
Forum: GBDev
Topic: GBDK2020 - Is it smart trying to outsmart the compiler ?
Replies: 8
Views: 2467

Re: GBDK2020 - Is it smart trying to outsmart the compiler ?

lidnariq wrote:
Thu Apr 08, 2021 8:15 pm
Do you know that SDCC is doing the slower thing?
No I do not know what SDCC is doing, and I am not skilled enough yet to debug / disassemble the SDCC generated code. That's exactly why I am asking :D
by M2m
Thu Apr 08, 2021 8:06 pm
Forum: GBDev
Topic: GBDK2020 - Is it smart trying to outsmart the compiler ?
Replies: 8
Views: 2467

GBDK2020 - Is it smart trying to outsmart the compiler ?

I am honestly still quite new to GB Dev ( I do it of course as a hobby after work as time permits). Anyway I have a question regarding multiplication. In assembler a classic multiplication could be implemented as follows maybe: ;--------------- ; multiply ; HL = D * E ;--------------- multiply: ; th...
by M2m
Tue Apr 06, 2021 9:09 am
Forum: GBDev
Topic: Shitty 2.5D - PoC
Replies: 10
Views: 7573

Re: Shitty 2.5D - PoC

Nikku4211 wrote:
Tue Apr 06, 2021 7:08 am
I've heard that SameBoy is already more accurate than BGB on Windows. Is this true?
I honestly can’t tell you. I’m just too new to GB dev to have a meaningful, informed answer.
by M2m
Tue Apr 06, 2021 8:37 am
Forum: SNESdev
Topic: SNES Doom Source Released! Now What?
Replies: 148
Views: 81305

Re: SNES Doom Source Released! Now What?

Given an A500 can't run Doom, even a A1200 can't really run Doom. A MD has no chance. That being said the Toy Story 3D sections are pretty good. https://www.youtube.com/watch?v=LMWEknq-Now however single plane, no windows, simple geometry, no enemies etc etc I post it quickly... https://j.gifs.com/...
by M2m
Sun Apr 04, 2021 10:00 am
Forum: GBDev
Topic: 8.8 Fixed-Point Numbers (signed) with GBDK2020
Replies: 8
Views: 3995

Re: 8.8 Fixed-Point Numbers (signed) with GBDK2020

nocash wrote:
Sun Apr 04, 2021 7:41 am
That is so cruel, cats really hate floating!
M2m wrote:
Sun Apr 04, 2021 12:59 am
On the Gameboy I think fixed cats are better
Uhm, yes, that's common practice, dunno about making a gameboy title about it though?
https://www.youtube.com/watch?v=KgrrDavNT30
by M2m
Sun Apr 04, 2021 12:59 am
Forum: GBDev
Topic: 8.8 Fixed-Point Numbers (signed) with GBDK2020
Replies: 8
Views: 3995

Re: 8.8 Fixed-Point Numbers (signed) with GBDK2020

Or a chat bot child confused about the human obsession with calculating new numbers. There are so many numbers readily available in the internet, what's the point in calculating yet more numbers? Plus, it's difficult to find good numbers for small talk, everybody is happy when you say that you have...
by M2m
Thu Apr 01, 2021 7:30 pm
Forum: GBDev
Topic: 8.8 Fixed-Point Numbers (signed) with GBDK2020
Replies: 8
Views: 3995

Re: 8.8 Fixed-Point Numbers (signed) with GBDK2020

KayBur wrote:
Thu Apr 01, 2021 7:30 am
Very interesting. I think it is easier to use the established prescribed values than to calculate them yourself.
What do you mean ? I don't think GBDK2020 has fixed-points included. Or did I miss them ?
by M2m
Wed Mar 31, 2021 11:02 pm
Forum: GBDev
Topic: 8.8 Fixed-Point Numbers (signed) with GBDK2020
Replies: 8
Views: 3995

8.8 Fixed-Point Numbers (signed) with GBDK2020

For those interested I ported 8.8 Fixed-Point Numbers (signed) using GBDK2020: https://github.com/sttng/gb-stuff/blob/main/simple-trigonometry/fixed8x8.c 8.8 fixed point numbers use 16bit. Basically there are 8bits for the whole (integer) part of the number, and another 8bit for the fractional (deci...
by M2m
Wed Mar 31, 2021 10:41 pm
Forum: GBDev
Topic: Shitty 2.5D - PoC
Replies: 10
Views: 7573

Re: Shitty 2.5D - PoC

Cool ! Thanks for letting me know that it works on real hardware. Yeah I know the flickering is super-annoying. I definitely will try to figure out a way to get rid of it. With reduced framerate most likely.

I'm using BGB (and also occasionally mGBA) on Windows and Sameboy on macOS 8-)
by M2m
Tue Mar 23, 2021 11:33 pm
Forum: GBDev
Topic: Shitty 2.5D - PoC
Replies: 10
Views: 7573

Re: Shitty 2.5D - PoC

Another small update. With some pseudo-clipping

https://www.vrddit.com/?v=r/Gameboy/com ... itty_with/
by M2m
Sat Mar 20, 2021 11:39 pm
Forum: GBDev
Topic: Shitty 2.5D - PoC
Replies: 10
Views: 7573

Re: Shitty 2.5D - PoC

Made some slight adjustments.

Can see some video here:
https://www.vrddit.com/?v=r/Gameboy/com ... f_concept/
by M2m
Thu Mar 04, 2021 10:26 pm
Forum: GBDev
Topic: Gameboy Music: Doom E1M1 - At Doom's Gate
Replies: 1
Views: 1439

Gameboy Music: Doom E1M1 - At Doom's Gate

I did an interpretation of the music for Doom E1M1 - At Doom's Gate https://www.youtube.com/watch?v=tUtMejww1-Q ROM file: https://github.com/sttng/gb-stuff/blob/main/Doom-E1M1-music.gb mod track: https://github.com/sttng/gb-stuff/blob/main/E1M1.mod (which works in gbt-player - feel free to use as yo...
by M2m
Wed Feb 17, 2021 11:38 pm
Forum: GBDev
Topic: Shitty 2.5D - PoC
Replies: 10
Views: 7573

Re: Shitty 2.5D - PoC

Thanks for the reply. I'm actually quite surprised how far I got and without redraw (and the wireframe just 'smearing' over the screen) in this simple scene the framerates are much better then I expected. Given that I actually never developed any serious C (C++) or Assembler and also not a 3D engine...