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    Phantasy Star II - August 2020

    lmao that game was terrible, by midway through you got minute long random battles every 3 steps coupled with complex mazes. at least some of the music was pretty good
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    Reading from the framebuffer?

    I hope you don't get disheartened, the stuff you've been doing with Sonic Z-Treme is some of the most impressive homebrew I've seen for the Saturn (or most consoles for that matter).
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    ndiddy's SGL questions

    Essentially what I'm trying to do is use up a background layer for a transparent character (the game's running at 320x224 so it would be obvious if I simply used a mesh on the sprite), but I also want to animate certain features on that character using sprites. I know it's possible to do this...
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    ndiddy's SGL questions

    Other question: is there a way to set priorities for specific sprites? I see the "slPrioritySprX" functions in SL_DEF.H but I don't know how to determine which "groups" the sprites go into, unless it literally means sprites 0-7.
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    ndiddy's SGL questions

    Found the issue a while ago, turns out that adding angles calculated by Deg2Ang (e.g. angle += Deg2Ang(10)) doesn't work (my guess is that there's a rounding error or something), so now I just store the degrees instead of the SGL angle format and do the degree to angle calculation in the sprite...
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    ndiddy's SGL questions

    Thanks for the help, I got it working (for future reference, the division function is slDivFX). By the way, I'm having some really weird issue with my sprite handler function, where this: void dispSprites(void) { int i; FIXED spriteScale = slDivFX(scale, toFIXED(1.0)); //reciprocal...
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    ndiddy's SGL questions

    Thanks for the help, but I think it's because my "memcpy" way of copying textures to VRAM didn't work as well as Sega's example code (transplanted using "CEL2VRAM" into my original code and it seems to work). If you know about SGL, I was wondering if it's possible to get semi-transparent...
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    ndiddy's SGL questions

    Solved the issue by moving the background to a rotating one (idk how that fixed it, it's magic i guess) Code for anyone in the future who has a similar issue: /*----------------------------------------------------------------------*/ /* Pad Control */...
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    ndiddy's SGL questions

    I've been at this for hours and can't seem to figure it out. 1x1 backgrounds work fine but 2x2 ones seem to cause random graphical corruption onscreen. I'm using Sega's official map editor if that's an issue. Here's my main.c file (if anyone wants a full source code dump, reply saying so)...
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