MSX2 SM2 Sprites Engine GLSL Shader with sample using.

Page 2/2
1 |

Par st1mpy

Paladin (757)

Portrait de st1mpy

28-12-2020, 12:07

How about implementing the whole ti vdp in glsl.

Par enribar

Paragon (1113)

Portrait de enribar

28-12-2020, 12:51

Does this tool run into this "Processing" language/environment?
https://processing.org/

Par Dolphin101546015

Champion (309)

Portrait de Dolphin101546015

28-12-2020, 16:48

Download Processing IDE from Processing.org and instal for you platform first.
Start it and load editor.
Enjoy Smile

Par Dolphin101546015

Champion (309)

Portrait de Dolphin101546015

28-12-2020, 16:48

st1mpy wrote:

How about implementing the whole ti vdp in glsl.

For what?

I wrote the Tile Engine also, but it still needs some work. Only 128 tiles per shader are possible.
All other functions and mechanics are trivial and have been implemented in hardware on video cards for the last 20 years.
This sprite engine was launched as a challenge and has received improvements,
also made it possible to create this editor.

Par st1mpy

Paladin (757)

Portrait de st1mpy

28-12-2020, 17:50

if it is meant to be for making a MSX graphics looking games/art, I thought it might be nice to have the whole look simulated including the background tiles, hence the whole vdp implemented. But it will also inherit the difficulty of using the 9918 so that might be no good, if it is meant to be for artists, it is much nicer to implement a simpler APIs and just have the looks. Although, it could be useful for Emulators, as it will truly be running concurrently on different hardware to the cpu just like in z80 + vdp setup, this is not possible in software emulator normally, and only achieved in FPGA based clones. Then again, any CPU nowadays can emulate a whole MSX, so software is good enough.

Par st1mpy

Paladin (757)

Portrait de st1mpy

28-12-2020, 18:01

shaders are fun though. a few years ago I ported my voxel renderer to run fully as a shader and I was amazed at the speed it draws on even the cheapest of graphics cards available today.
I don't know how popular the processing thing is, but it might be good if you could interface your shader to Unity which is free and very popular with indie developers and is cross platform, you do need to re-write the shader in HLSL (CG) though. But that is not too much work, my renderer was also in GLSL (initially it was in Pascal, then I converted to C, and mix of C and GLSL) before HLSL. Only annoying thing was that Unity is in C# which is considerably slower than C, but once the whole renderer is running in the graphics card, only the game logic needed to run in C#.

Par Dolphin101546015

Champion (309)

Portrait de Dolphin101546015

28-12-2020, 19:01

Nice to see someone who rly understand this work Wink
Also i wroted this all as open software for another developers. Just read shader and you will see, shader very simply and tiny, fast and convinient.
Therefore you might use it for creating something realy cool and userful.
Sprite Editor created for editing MSX plane data, got from Basic with BSAVE,
or as clean bit data (Editor lookup for file header and store it back then you save file).
I tested it on creating several sprites banks, and then write several programs for using it already.
It working nice, creating is fast and convinient.
Also I made some changes and soon will upload it to git.
PS: Tiles Shader I will upload, when I get forces and time to write Tiles Editor too.

Page 2/2
1 |