Thats a shame, i understand why the only two resolutions but love the 16 bit benefits in games and tolerate the drop in fps because of that.Ian Micheal wrote: Only 320x240 etc set res in sdl for dc cant have anything other then 320x240 or 640x480 set the above in video.txt to 8 bit pal above would be 60fps
I did debug and profile 16bit pal is cpu bound using 100% of the sh4 cpu at 15fps sadly ...
Well as i commented earlier, if we use tiled constructed stages instead of full sprited based as panels, layers and bg we can reuse a lot of resources and build gigantic stages that consume nothing more than a mere texture (512x512 as an example), just as how were developed games before and using the dreamcast native tile capabilities.Ian Micheal wrote: No optimizing i can do for this other then limit to 256 colour which is what 8bit pal mode does
You would not want the opengl version on dc where talking max 6mb for the whole game..
course panels cant be as big as on pc
ABBC3_OFFTOPIC
single-file cross-platform C/C++ headers implementing self-contained libraries:
cute_tiled (for stages)
Very efficient loader for Tiled maps exported to JSON format
https://github.com/RandyGaul/cute_heade ... te_tiled.h
cute_aseprite (for entities or characters)
Parses .ase/.aseprite software files into a compact and convenient struct collection
https://github.com/RandyGaul/cute_heade ... aseprite.h
cute_tiled (for stages)
Very efficient loader for Tiled maps exported to JSON format
https://github.com/RandyGaul/cute_heade ... te_tiled.h
cute_aseprite (for entities or characters)
Parses .ase/.aseprite software files into a compact and convenient struct collection
https://github.com/RandyGaul/cute_heade ... aseprite.h
Those scripts were created by Msmalik, ripfire just took it and ripfireing things as always.Ian Micheal wrote: Dreambor memory saving script by ripfire