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shadowgangs wrote:For the palettised mode, I am following the DC emulation website tutorial on it.
Is there other options for this mode?, The one I used I remember it being 8 bit, with 4 palettes of 256 colours each.(Looked great in null DC)
Other modes, i tried either took too much memory, or were aweful looking (the Power VR compressed one especially).
shadowgangs wrote:For the Video ram, the problem with the Dreamcast I found is the deferred rendering, which needs all the assets that are rendered in a frame to be in VRAM at once.
It's not like, draw sprite, remove it from Vram, put a new sprite in vram, draw it then remove it, then draw again etc...this way doesn't seem to work on the Dreamcast, because of the deferred rendering, that's what I beleive is happening?
shadowgangs wrote:So if in a screen, there is say 5 different enemies at the same time + the backgrounds, then all these need to be at the same time in VRAM.
This would mean, I will need all the level, with all the enemies in VRAM when a level is running.
(I could not use system to vram, because all the enemies can be at once in a frame, and need to rendered)
Please let me know if I am saying wrong things here.
Roel wrote:Not necessarily just one frame. Just copy however much of your sprite sheet is convenient.
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