Please use SdFat in the new version of SuperOteme.(SuperOteme103_source.zip)
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2FSuperOteme
http://daimonsoft.info/kuran_kuran/index.php?TinyArcade%2FSuperOteme
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Quote from: Ben Rose on April 11, 2017, 06:34:13 PM
Hi again- sorry about the slow response, thank you very much for the development of your games and publishing so much, we are very happy to publish it of course.
I thought I saw a scaling/rotating example on your site at some point, that was working but slow- did I imagine that? Is it something we could investigate optimizing?
Thanks,
Ben
Quote from: Ben Rose on March 21, 2017, 04:29:24 PM
Didn't get a chance to comment on this- great work, we were really impressed with TinySTG at the office. We would like more people to see it and hope to publish it on our main games page- we would like to put SuperOteme up as well, do you plan to publish source code and screenshots?
Quote from: beermat on March 04, 2017, 01:25:02 AM
Take a look at writeBufferDMA in TinyScreen.cpp. Not only is the data transfer slightly faster, the main advantage is that the DMA transfer will run without using the CPU, so you can continue preparing the next frame in a second buffer without waiting for the transfer to finish. You will have to wait for the transfer to finish before the next transfer occurs, but at least you can run processing and transfers in parallel. I used a double buffer with DMA here:
https://github.com/egonbeermat/fireworks
and got almost double the framerate due to the parallel nature of DMA. Of course, this uses a lot of memory to maintain two buffers
Quote from: steven on March 01, 2017, 10:32:57 PM
I love your project all useful and fun for me.
I have a quick question if you can share your experience ?
How you design the game ? as I know the development environment there is no much sketch library can shortly draw the game layout so I think the possible way is store each game material in BMP format. then just in each frame put all material in frame buffer , But I think it may cause Gaming not smooth.
Thank again your sharing