zeromus
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56f58caf4d
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snesgfx-preliminary work on bg tilemap entry viewer.
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2012-10-02 09:28:57 +00:00 |
zeromus
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df039f3b89
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snesgfx-add some preliminary tile viewing support
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2012-10-01 21:51:55 +00:00 |
zeromus
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a87a5c96b2
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oops
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2012-10-01 00:18:33 +00:00 |
zeromus
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52edee63d8
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snesgfx-support mode7 direct color displays. still need an example of a mode 3 or 4 direct color usage
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2012-09-24 07:46:54 +00:00 |
zeromus
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4efea7605d
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snesgfx-support mode7ExtBg tiles & BG
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2012-09-24 06:47:34 +00:00 |
zeromus
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03cb238ae3
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snes-add scanline render callbacks and add scanline selector to graphics debugger
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2012-09-22 05:03:52 +00:00 |
zeromus
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3c6549a7bb
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snesgfx-decode mode7 graphics
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2012-09-21 17:21:21 +00:00 |
zeromus
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72d4fefbe0
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snesgfxdebug-fix 8bpp tile decoding and 16x16 tilemap rendering
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2012-09-21 08:10:14 +00:00 |
zeromus
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708b98b4b8
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enum.HasFlag -- too good to be true? yes. 40x slower than doing an old fashioned bitmask check.
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2012-09-21 07:10:54 +00:00 |
zeromus
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526078f578
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snes-work on graphics debugger. some relayout, plus palette viewer
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2012-09-21 05:56:47 +00:00 |
zeromus
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c6a14d551c
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snes-work on graphics tools a tiny bit
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2012-09-17 00:16:19 +00:00 |
zeromus
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f3b6afa5ad
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change libco to use an msvc-compiled dll so that it doesnt get wrecked whenever the .net GC process suspends a thread in a coroutine. cant figure out how to get that same code working compiled by mingw32.
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2012-09-09 19:02:13 +00:00 |
zeromus
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285b9581f2
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snes-work on graphics tools. can now render typical BGs for mode 1. SLOWLY!!!!! this is definitely getting turned into c++ code
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2012-09-08 20:03:04 +00:00 |
zeromus
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58c7966449
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should probably add this file too
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2012-09-06 08:35:45 +00:00 |