VRAM & Tilesets
I realise from the last build that non-integer scaling is a lot more complex than I had expected. I'd like to keep this program as simple as possible. In fact, I'd prefer to use integer-float scaling to really appeal to retro devices. But, that's a sacrifice I'm willing to make. And so, I'm going to rewrite the tilemap scaling functions within the next couple of builds.
At the moment my priority is getting the VRAM manager working. The tray at the bottom has so far been reworked to function more like a content browser. Everything that is imported can be accessed by clicking on the relevant item in the browser panel. The way it should be.
The Windows build is proving troublesome. Everything I expect to work functions as it should on Debian. Windows is another story. I want to implement most of the drawing features and have it usable before I worry about that though. It means a stronger debug build and that's no fun, hah!
Get BlastEd - Mega Drive/Genesis Graphics Tool
BlastEd - Mega Drive/Genesis Graphics Tool
Orthographic tile mapping software for the SEGA™ Mega Drive / Genesis
Status | Prototype |
Category | Tool |
Author | David Oberlin |
Tags | Mega Drive, Retro, Sega Genesis, Tilemap, Tileset |
More posts
- Xiyoubu - Mega Drive ModnessJan 11, 2023
- Coming soon...Dec 02, 2022
- Much Ado About NullptrNov 14, 2022
- Engineering, The FlowNov 06, 2022
- Getting On With It With David OberlinOct 14, 2022
- Let Me Start Over, AgainSep 27, 2022
- Slow, but steady.Sep 21, 2022
- Of A Sizeable ImprovementSep 12, 2022
- How to chooseSep 06, 2022
- Scope, scales and sizes.Aug 24, 2022
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