Orion_ Posted January 30, 2015 Share Posted January 30, 2015 Hello, I had problems with my own sprite engine (that I've been using for years) while porting my platformer game Alice. I want to try Raptor, mainly because the sprite engine seems powerful, and the Tilemap system would be much more faster than my "blitter based" tilemap engine. The problem is that raptor seems to be designed in an all in one package, with lots of dependencies. for example I took the "tilemap" example from the raptor package, and removed all the stuff I didn't wanted... I removed U235, I removed the fonts, and I removed the "particle" stuffs. (by setting all the pointer related to these to 0) and then I compile, and it won't work anymore (black screen :/ ) So a few questions: Is it possible to use Raptor without having font/particle/u235 stuff ? What things are mandatory to set in the Raptor engine ? (can't we set NULL pointer to the stuffs we don't want to use ?) Can I add object dynamically using the RAPTOR_CreateObject function ? Is this a "Non-RAPTOR" object, or still a raptor object ? Will this be compatible with the Tilemap list ? Can we have 2 tilemap list ? Does the tilemap list ignore to display a tile when the tile index is 0 ? Can we set our own raw graphics for the tilemap without using the BMP convert stuff ? Also, I have my own DSP music/sfx decoder/mixer, can I use the DSP like I want without touching U235 ? I also want to include the JagCD bios call, and this needs: -a pointer to some space in the GPU ram (approx 336 bytes) -a clean space in the GPU IRQ code (nop nop nop nop ... at the beginning of the GPU ram) -and the GPU constantly running (Is it the case ?) Thank you CJ if you can answer Quote Link to comment Share on other sites More sharing options...
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