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looking for simple "print character" routines in c   Message List  
Reply | Forward Message #12319 of 15019 |
RE: [gbadev] looking for simple "print character" routines in c

really sprites are the only way to go.. either that or you have to dedicate
enough chars in vram to your font and leave a whole layer free to display
them too..

a simple sprite text system wont use too many sprites - you could even
allocate maybe 3 or 4 64*64 sprites and line them up so they act as a little
mini screen area that you can write to (rather than doing 1 character per
sprite)

ninge
-----Original Message-----
From: David Voswinkel [mailto:d.voswinkel@...]
Sent: 01 August 2002 19:42
To: gbadev@yahoogroups.com
Subject: [gbadev] looking for simple "print character" routines in c


-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

hello list

iam looking for some in game routines to print some game info on the
screen.
while using mode7 gfx , i think i have to use sprites to doit. but i dont
want
to waste to much of them. i did a simple character printer using 1 char =
1
sprite. maybe some one has some nice idea or concepts to do such things
better.

greetz david


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Fri Aug 2, 2002 9:03 am

n1nge
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Message #12319 of 15019 |
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... Hash: SHA1 hello list iam looking for some in game routines to print some game info on the screen. while using mode7 gfx , i think i have to use sprites to...
David Voswinkel
optixx2002
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Aug 1, 2002
6:46 pm

really sprites are the only way to go.. either that or you have to dedicate enough chars in vram to your font and leave a whole layer free to display them...
ninge
n1nge
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Aug 2, 2002
9:27 am

... I've noticed that both my copy of Tetris Worlds and my neighbor's copy of F-Zero MV use sprites to draw their text, one glyph per sprite. ... 64...
yerricde
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Aug 2, 2002
3:52 pm

well, obviously if you are doing HUD stuff then you dont waste a whole layer, or the amount of OAM ram needed for the sprite text-window! - just go with 1...
ninge
n1nge
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Aug 2, 2002
4:32 pm

... Hash: SHA1 ... for debugging i get along with snprintf and swi 0xff in vba. i think will try out out our idea, using 4. 64 sprites and blit the some chars...
David Voswinkel
optixx2002
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Aug 2, 2002
11:30 pm

... I believe looking at Golden Sun that they render 2 characters to one 16x16 sprite. That's the way they wiggle 2 characters at a time during some...
Collin van Ginkel
fleppes2001
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Aug 2, 2002
4:51 pm

We did the following trick for a mode 7 racer: The top 64 lines are in mode0, having 4 normal layers The lower 96 lines are in mode 1, having 2 normal layers...
Willem Kokke
thezensunni
Online Now Send Email
Aug 2, 2002
11:30 pm
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