Search found 25 matches
- Wed Oct 31, 2018 8:55 pm
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Mon Dec 04, 2017 12:07 pm
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Sun Nov 19, 2017 10:16 am
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Fri Oct 20, 2017 3:45 am
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Sun Sep 17, 2017 10:50 am
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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 ...
- Sat Sep 09, 2017 3:43 pm
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Thu Sep 07, 2017 4:40 am
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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 ...
- Wed Aug 30, 2017 3:12 pm
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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 tex...
- Thu Aug 24, 2017 5:30 am
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Sun Aug 20, 2017 5:42 pm
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Sun Jul 23, 2017 10:04 am
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Sun Jul 23, 2017 5:05 am
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Fri Jul 14, 2017 1:08 pm
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Thu Jul 13, 2017 12:25 pm
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...
- Sun Jul 09, 2017 7:11 pm
- Forum: Other Retro Dev
- Topic: N64 programming (libdragon)
- Replies: 66
- Views: 91646
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...