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Yet Another Tilemap and Super Scaler Demo for the Sega 32X

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Yet Another Tilemap and Super Scaler Demo

Yet Another Tilemap and Super Scaler Demo for the Sega 32X

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Features

  • works on real hardware
  • draws tilemap of arbitrary size, exported from Tiled
  • scrolls in any direction, avoiding redraw as much as possible using the dirty rectangles approach
  • uses the hardware screen shift-register for smooth scrolling
  • can handle an arbitrary number of clipped sprites
  • adjustable clipping region for sprites: see the draw_setScissor call
  • uses both CPUs to draw tiles and sprites
  • sprites can be flipped on X and Y axis and/or scaled
  • "imprecise" rendering: sprites can be scaled using a cheaper and faster algorithm, the X coordinate is also snapped to the nearest even value
  • the code also supports flipping of tiles, although the tilemap format would need to be extended for that
  • it can handle an arbitrary number of tile layers along with parallax
  • the sprites and tiles can be of any size in either dimension, although if you to plan to use scaling, the size should be a power of 2
  • sprites can be scaled to an arbitrary size
  • support for dedicated sprite tile layers
  • can use the two MD layers as bitmap layers with parallax

Tiled plugins

The extensions/ directory contains Javascript plugins for exporting Tilemaps and Tilesets in YATSSD format.

The plugins require Tiled version 1.5 or newer.

More information on Tiled plugins.

Building

Prerequisites

A posix system and Chilly Willy's Sega MD/CD/32X devkit is requred to build this demo.

VSCode + Remote Dev Container

Unless you already have the devkit built, using VSCode with Docker is one of the faster ways to get started. VSCode will offer to set up a Development Container the first time the project folder is opened.

More information on Developing with VSCode inside a Container

If you're using Windows 10/11, you must also install WSL 2 and Linux distribution before attempting to build from VSCode.

VSCode settings

We recommend installing the 'Makefile tools' extension and using the following VSCode settings.json for the project:

{
    "C_Cpp.default.includePath": [
        "/opt/toolchains/sega/sh-elf/include/",
        "/opt/toolchains/sega/m68k-elf/include/"
    ],
    "C_Cpp.default.compilerPath": "/opt/toolchains/sega/sh-elf/bin/sh-elf-gcc",
    "C_Cpp.default.configurationProvider": "ms-vscode.makefile-tools",

    "makefile.configurations": [
        {
            "name": "release",
            "makeArgs": ["-j", "release"]
        },
        {
            "name": "debug",
            "makeArgs": ["-j", "debug"]
        },
        {
            "name": "clean",
            "makeArgs": ["clean"]
        }
    ]
}

License

If a source file does not have a license header stating otherwise, then it is covered by the MIT license.

The demo uses graphical assets from Little Game Engine: https://github.com/mills32/Little-Game-Engine-for-VGA

Credits

Original code by Victor Luchitz aka Vic

32X devkit by Joseph Fenton aka Chilly Willy