Open jeff8j opened 9 months ago
Yo, just a heads up, a bunch of us VMU guys have been talking about this request. We think it's a really reasonable one and will hopefully have something for you fairly soon, if you haven't rolled something for yourself already!
Also,
I am just not smart enough with assembly especially the vmu assembly
No, the VMU's XRAM layout is just INSANE. Nobody should have to deal with that crap. lmao.
That is awesome you guys rock! Im glad the obscure little potato still gets some love.
Here's the PR for it: https://github.com/eatcomics/libperspective/pull/2
Looks like we don't have write privileges on this repo, though,and @eatcomics will have to merge it!
vmi files.zip The setting pixel works perfectly! Thats all that I have tried so far but this vms draws to every pixel no problem. Thank you so much!
In my experiments I see that the timing for the screen is in the vmi right now its 14fps and from the eye is doing that; Is the blit function syncing with the screen somehow? My best guess is its something to do with these clr1 ocr, 5 set1 ocr, 5
Setting the GameHeader.i animation speed didnt have an effect on the updates so I guess its not in sync like I thought. I know this is getting a bit off topic but is there a way to time/sync the frame updates to something reliable?
Here is a test I have been doing https://github.com/centrexity/dc_vmu_framerate/tree/main
Sorry, I was on a trip all last week. I just merged the PR from jvsTSX. I'll have to take a look at the frame updates.
This has been working great on a small animation using sprites! I keep looking for how to change a individual pixels without sprite overhead
I would love some pixel features like P_Get_Pixel P_Set_Pixel P_Invert_Pixel
I am just not smart enough with assembly especially the vmu assembly