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  1. O

    GP32 Partially Offscreen Sprites

    The maximum alpha granularity we can have is 32 levels, but you can have less if you want. In my example there is 2 LUT with different precision (well, I don’t know if it’s the correct word). One LUT with 32 alpha blending levels (32KB), and a smaller one with 4 alpha blending levels (4KB). With...
  2. O

    GP32 Partially Offscreen Sprites

    Well, last night I've been trying the lookup table trick, and this formula: red = alpha[opacity][GetRGBRed(*screen)][GetRGBRed(*bmp)] seems to be ~4.5x faster then this one: red = ((GetRGBRed(*bmp) * opacity) + (GetRGBRed(*screen) * (31 - opacity))) / 31; and is very easy to implement...
  3. O

    GP32 Partially Offscreen Sprites

    Do you mean a tridimensional 32K LookUpTable[screenColor][bitmapColor][opacity]? I have to investigate, but it don't seems to be a bad idea. I don't know, but 2 structures takes less memory. For the fonts, I generate the initial bitmap to work on with my font generator, then PhotoShop, then...
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    GP32 Partially Offscreen Sprites

    I've been following this thread from the first post and I think some of my code could be usefull for you, at least to see my alpha blending implementation as I've been working on the same problems as you, but with the oficial SDK. That means with pre-rotated data. So here is one function that...
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    GP32 How To Detect The End Of A Music In Chn's Lib?

    Thanks Inopia, that seems to work, you will see the result in the last version of Pyramids 2, a lot better than the ADIC2004 version. It's a shame I didn't have time to finish it for the compo. But now I have two little doubts: if the mod is small and has only one pattern, won't it loop...
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    GP32 How To Detect The End Of A Music In Chn's Lib?

    In my game Pyramids 2 I've implemented a ring to play MODs randomly with CHN's lib. When all was finished and debugged and I played for a long time, I noted that CHN's lib plays the same melody eternally if you don't stop it intentionally. Is there a way to detect the end of a music? Oankali
  7. O

    GP32 Partially Offscreen Sprites

    Why don't you try to clip coordinates before to blit the tile? Here is an example of what I use. I don't know if it's a slow algorithm, but it works well for me. // Clip bitmap // x, y: coordinates where to blit the bitmap // bitmapx, bitmapy, width, height: portion of the bitmap to blit...
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    GP32 Gpdesktop Progress

    Well, that's what I mean when I say ugly: But before starting to code I got some graphics from my 2 OSes: The thing is that I wanted my library to work before to code the skin module. We'll se if I have time. But if pea do what I need, I will stop my project, even if IMHO it's my most...
  9. O

    GP32 Gpdesktop Progress

    You can find a reference of it here but it was not as explicit as here, because that wasn't the subject of the thread. PS: ¡AOJ, mira que matricularte solo para decir esto! :lol:
  10. O

    GP32 Gpdesktop Progress

    Mmm, that sounds very similar to the new library I'm preparing. But the goal of my project is to provide to programmers a library to include in their programs and not to make calls to another module (.dll). In my library, windows are fixed and can't be resized. As in your case, all is event...
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    GP32 16bpp Blitting Speed

    Is it possible to use these capabilities in pure C? or do we need to code it in assembler? And what is the bigest image size you could scroll that way? I must admit I'm very interested in these type of tricks but I don't want to have to learn ARM for the moment.
  12. O

    GP32 Playing With The Framebuffer

    Here is a working example with official SDK. For the example I just used a rotated bitmap included in bitmaps.h If you are interested in the complete source and the .fxe, send me a private. #include <gpdef.h> #include <gpstdlib.h> #include <gpgraphic.h> #include <gpgraphic16.h> #include...
  13. O

    GP32 Playing With The Framebuffer

    Mmmmm, when you say "you can literally see the image drawing down the screen", are you meaning it? If it's the case, it means that you are drawing on the primary screen buffer and you are not using a backbuffer. And that is really very slow. If I'm not wrong, what you are asking for is something...
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    GP32 Wanted: File Requester Src

    Hi, if you have any problems with any of my libraries, don't hesitate to ask. If I program them is to help other people in their works :). I know I have not updated my web in some months but I still active and programming for the GP32. OKF library hasn't changed for the moment and is the same...
  15. O

    Best Txt Reader

    I don't think any of the actual readers for the GP32 can handle the language that you mean. I don't know the Czech character set, but if Czech text files are one byte by character, I think you could manage to prepare your own font and use VText for example, without to many problems. Oankali
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    GP32 Strange Lines On The Right Side Of The Lcd

    I had also this problem trying different clock speeds. Some clock speed went smooth, others not at all. Even with double buffer.
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    GP32 List Of Developers

    You forgot me, here you have my website: http://www.nekanium.com/gp32 And also Karthur: http://www.wind-ups.net/
  18. O

    Easy Fenix Project Up For Grabs

    I found your graphics are not that bad (at least in your profile pic), but actually I don't have time to start another project. But I'm curious to see the complete sprite set B)
  19. O

    GP32 Gamempark Lib & Temp Array

    Could you post a small example of that solution? I've heard of the triple buffer trick, but never found any really useful code using this, and I'm very interested in accelarating my font engine and version 2 of my Pyramids game.
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    GP32 How Do You Display Bmps

    I use GP32Converter.exe to convert 24bit BMPs to .C files. It works fine if you don't forget to resize your BMPs to GamePark SDK's boundaries. That is for 16 bit images all sizes have to be multiples of 8. And for your info: devkitARM and DevKitAdv are just to different distributions of the GCC...
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