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Tiny Arcade & Pocket Arcade / Re: Building binaries problem
« on: April 25, 2023, 07:09:55 PM »
Legacy IDE did work. Thanks. I do hope you fix it to work with the new IDE at some point.
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Hello RĂ©na! Thank you very much for your answer. Yes, it seems that on paper, the TinyArcade is between a Super Nintendo and a Sega Saturn on CPU, but I haven't done a stress test and see how many sprites I can get running on screen. Have anybody tried benchmarking the TinyArcade?Sprites in old console were handled by the graphics hardware. They had a specific size and maybe restrictions on colors. For example see the discussion of coins on the gameboy. TinyArcade's graphics hardware doesn't have a concept of sprites. So to compare the number of sprites TinyArcade can handle, you have to decide what a sprite size is. Also you need to decide what framerate you are going for.
In terms of pixel size, it's almost half of the screen resolution of an Atari 2600, but because of the small screen size the TinyArcade looks much better .
const unsigned int tacoInvaderBitmap[] = {This is not what the image generator created. You need it to be char not int. If your drawing code requires int, you can cast it to an int pointer. (Alternatively you could combine the characters. So "0x00, 0x00" becomes "0x0000". I don't know off the top of my head if TinyArcade is little or big endian. If it is little endian you need to reverse the pairs when combining. So "0x10, 0x20" would become "0x2010". Personally I wouldn't do that as using the output of the image generator directly is easily than fiddling with it afterward.)
The C code generated by the tool has 18 entries per line (when the image is 9 pixels wide), but it has the right number of lines (7). I am not sure if the settings I entered are the right ones. They are in the screenshot above.You have Color Conversion set to "RGB-565 (16bit)". That is two bytes per pixel which is why it has 18 entries per line. You should use that if you have "display.setBitDepth(TSBitDepth16);" in your code.