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Author Topic: Ivoah's GBA programming thread  (Read 4184 times)

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Offline alexgt

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Re: Ivoah's GBA programming thread
« Reply #15 on: November 02, 2015, 02:55:57 am »
O.O cool
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Re: Ivoah's GBA programming thread
« Reply #16 on: November 02, 2015, 04:08:40 am »
OOh that looks cool. :D Do you think the text speed can be improved?
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Offline Ivoah

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Re: Ivoah's GBA programming thread
« Reply #17 on: November 02, 2015, 04:09:52 am »
OOh that looks cool. :D Do you think the text speed can be improved?

I'm sure it could be improved, but I probably won't bother. Here's the rom for anyone that's interested: https://sr.ht/qrIf.gba
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Re: Ivoah's GBA programming thread
« Reply #18 on: November 02, 2015, 04:27:19 am »
As long as games that you make don't have text this slow I am fine :P (sprite-based games I mean. Imagine if the score took longer to display than the map XD)
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Re: Ivoah's GBA programming thread
« Reply #19 on: November 02, 2015, 09:07:55 am »
I suppose this text library uses software rendering which should explain why it's so slow.
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Re: Ivoah's GBA programming thread
« Reply #20 on: November 03, 2015, 04:27:44 am »
YEah that could be it. That reminds me, have you gotten any luck displaying sprites, ivoah? Also does the GBA have scrolling routines?
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Offline Ivoah

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Re: Ivoah's GBA programming thread
« Reply #21 on: November 03, 2015, 04:29:49 am »
I suppose this text library uses software rendering which should explain why it's so slow.

I've changed some code up a bit and now it runs much better:


I replaced
Code: [Select]
int mvaddch(int y, int x, const char ch)
{
    if (x >= COLS || x < 0 || y >= LINES || y < 0) return ERR;
    iprintf("\033[%d;%dH%c", y, x, ch);
    return OK;
}
 
int my_mvaddstr(int y, int x, char *str)
{
    for ( ; x < 0; ++x, ++str)
        if (*str == '\0')  return ERR;
    for ( ; *str != '\0'; ++str, ++x)
        if (mvaddch(y, x, *str) == ERR)  return ERR;
    return OK;
}

with
Code: [Select]
int my_mvaddstr(int y, int x, char *str)
{
    for ( ; x < 0; ++x, ++str)
        if (*str == '\0')  return ERR;
 
    if (x >= COLS || x < 0 || y >= LINES || y < 0) return ERR;
    iprintf("\033[%d;%dH%.*s", y, x, COLS - x, str);
 
    return OK;
}

YEah that could be it. That reminds me, have you gotten any luck displaying sprites, ivoah? Also does the GBA have scrolling routines?

I haven't gotten around to doing anything beyond messing with the text output yet.
« Last Edit: November 03, 2015, 04:31:32 am by Ivoah »
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Re: Ivoah's GBA programming thread
« Reply #22 on: November 03, 2015, 06:51:18 am »
I see. By the way nice speed improvement. Does the text engine support background color for individual characters and foreground?
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Re: Ivoah's GBA programming thread
« Reply #23 on: November 03, 2015, 11:16:49 am »
I don't think it needs any kind of scrolling routines, the hardware is designed to draw sprites at any place on the screen. If I recall correctly it supports a couple background and map layers, and standalone sprites. So whatever you do it's going to be fast.
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Re: Ivoah's GBA programming thread
« Reply #24 on: November 03, 2015, 06:15:52 pm »
Yeah I was wondering because I wasn't sure if redrawing a tilemap every frame caused massive slowdowns.
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