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SMurf
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Reged: 05/08/11
Posts: 3
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Re: Sega System 16b Sprites (e.g. Out Run)
05/15/11 11:36 PM Attachment: orunspr.zip 5 KB (10 downloads)


The code is split into three programs, the first interleaves the four ROMs, the second expands the 4 bits per pixel packing into 8 bits (raw bitmap viewers tend to only go as low as 8bpp) and the third actually draws the sprite data. It's like this at the moment for debugging purposes (as it doesn't work).

You'll find them in the attached zip file, along with a PNG image illustrating what the chain generates as it stands.

Note that the first program (interleave) requires the names of the four ROMs to be specified on the command line and produces a file called "out.raw", the second (4to8) requires the name of a file and also produces "out.raw" and the third (orunspr) assumes that the input is "out.raw" and produces "sprite.raw".

I know it's messy but again, this is just the logic testing phase.







Entire thread
Subject Posted by Posted on
* Sega System 16b Sprites (e.g. Out Run) SMurf 05/09/11 06:33 PM
. * Re: Sega System 16b Sprites (e.g. Out Run) Phil Bennett  05/12/11 01:24 PM
. * Re: Sega System 16b Sprites (e.g. Out Run) SMurf  05/15/11 11:36 PM
. * Re: Sega System 16b Sprites (e.g. Out Run) Phil Bennett  05/16/11 02:13 PM
. * Re: Sega System 16b Sprites (e.g. Out Run) SMurf  05/17/11 01:36 AM

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