Probs with fonts (black marks)
-
- DCEmu Freak
- Posts: 58
- https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
- Joined: Sat Sep 17, 2005 12:52 pm
- Location: Canada
- Has thanked: 0
- Been thanked: 0
- Contact:
Probs with fonts (black marks)
with the help I got here, I finally got my textbox stuff working well, except
if I use any other TXF files than that ugly one I used in my demo, there's
black stuff all around the chars and they look awful.
It annoyed me so much that I wanted to just do it with tiles, like a tileset, but then there would be no way to get the pixel offsets to make the spacing between letters as they scroll correct, at least without having to go to a great deal of work, and thats not good if you plan to use many fonts.
Does anyone know of a way to fix this problem??
if I use any other TXF files than that ugly one I used in my demo, there's
black stuff all around the chars and they look awful.
It annoyed me so much that I wanted to just do it with tiles, like a tileset, but then there would be no way to get the pixel offsets to make the spacing between letters as they scroll correct, at least without having to go to a great deal of work, and thats not good if you plan to use many fonts.
Does anyone know of a way to fix this problem??
~Mal
if i told you that the next thing I say will be true, but that the last thing I said was a lie, would you believe me?
if i told you that the next thing I say will be true, but that the last thing I said was a lie, would you believe me?
-
- DCEmu Freak
- Posts: 58
- Joined: Sat Sep 17, 2005 12:52 pm
- Location: Canada
- Has thanked: 0
- Been thanked: 0
- Contact:
ya mean after this?:c99koder wrote:Some TXF files are antialiased. Make sure you're rendering on the translucent list, not the opaque list.
-Sam
Code: Select all
pvr_list_begin(PVR_LIST_TR_POLY);
~Mal
if i told you that the next thing I say will be true, but that the last thing I said was a lie, would you believe me?
if i told you that the next thing I say will be true, but that the last thing I said was a lie, would you believe me?
-
- DC Developer
- Posts: 200
- Joined: Wed Oct 17, 2001 7:44 pm
- Location: East Windsor, NJ
- Has thanked: 0
- Been thanked: 0
- Contact:
Hmm.. are you using dcplib or parallax to render the TXFs? The antialiasing code in parallax isn't 100% compatible with plib's (dcplib doesn't support it at all I don't think, but parallax implements it in its own way). There are a bunch of sample TXF fonts in http://plib.sourceforge.net/dist/plib_e ... 8.4.tar.gz, have you tried any of those?
Also, can you take a screenshot with vid_screen_shot() or chankast?
-Sam
Also, can you take a screenshot with vid_screen_shot() or chankast?
-Sam
- toastman
- Iron Fist of Justice
- Posts: 4933
- Joined: Sat Nov 10, 2001 3:08 am
- Location: New Orleans
- Has thanked: 0
- Been thanked: 0
- Contact:
No, it was a problem with Parallax's font renderer that was corrected. For example, Pop-a-Cap uses Parallax to render TXF fonts. As a matter of fact, it was about that time that the problem was realized and fixed. So if you have a fairly recent grab of KOS and Parallax, then as long as you are rendering in the translucent list, you should be cool.
No signature.
-
- DCEmu Freak
- Posts: 58
- Joined: Sat Sep 17, 2005 12:52 pm
- Location: Canada
- Has thanked: 0
- Been thanked: 0
- Contact:
Well, I have KOS 1.3....I used that development ISO to set everythin up cuz
there was no way I could setup KOS from scratch; I couldn't figure it out.
I do render it to the translucent list but it still has no effect.
heres a screenshot anyway to show the problem:
http://fluffypuppystudios.com/malrourke/textprob.jpg
btw my char Skippy has funny trails behind him because I was doin' it like
Castlevania:SOTN and Castlevania DS do wit' Alucard and Soma, respectively....the shadowy trail thing. Dunno if i'll really use that, but I liked the effect so I did it for fun. (can see it if ya look really closely)
I found a ttf2txf converter website thingie, but every font I make wit' it AND any I DL all have this effect.....I cant seem to get it to work....
there was no way I could setup KOS from scratch; I couldn't figure it out.
I do render it to the translucent list but it still has no effect.
heres a screenshot anyway to show the problem:
http://fluffypuppystudios.com/malrourke/textprob.jpg
btw my char Skippy has funny trails behind him because I was doin' it like
Castlevania:SOTN and Castlevania DS do wit' Alucard and Soma, respectively....the shadowy trail thing. Dunno if i'll really use that, but I liked the effect so I did it for fun. (can see it if ya look really closely)
I found a ttf2txf converter website thingie, but every font I make wit' it AND any I DL all have this effect.....I cant seem to get it to work....
~Mal
if i told you that the next thing I say will be true, but that the last thing I said was a lie, would you believe me?
if i told you that the next thing I say will be true, but that the last thing I said was a lie, would you believe me?
-
- Modder Of Rage
- Posts: 805
- Joined: Mon Mar 18, 2002 12:41 pm
- Location: Midwest
- Has thanked: 0
- Been thanked: 0
- Contact:
Iggydrake, i think your engine would be more than excellent for people to make a castlevania fan sequel. Awsome work so far.
Check out the beats of rage community at http://borrevolution.vg-network.com/
-
- DCEmu Freak
- Posts: 58
- Joined: Sat Sep 17, 2005 12:52 pm
- Location: Canada
- Has thanked: 0
- Been thanked: 0
- Contact:
Well, the fix worked! looks great now! YAY! Again, thanks everyone for the help! I"m finally really gittin' used ta DC games....though now, it's hard ta even go back ta PC! XD
oh, and in reply ta this:
Also made an engine for Final Fantasy IV that plays just like the real thing. Tho I dun have any plans yet ta port those ta dreamcast, yes indeed, this engine can work really well for somethin CV'ish. THe game i'm currently makin' is in the same ActionRPG format as SOTN and the DS one, so yah it'd be really easy.
Basically, I can make anythin', so if people want an rpg engine as well, I can do that, tho it's hard ta always git time ta work on 'em.
I still dunno if I wanna release this particular engine ta public, but if anyone wants ta work wit' me on a similar one, (Platform, RPG, actionRPG what have ya) I could do that.
oh, and in reply ta this:
I've already made a CV type game for PC usin' a similar engine.DcSteve wrote:Iggydrake, i think your engine would be more than excellent for people to make a castlevania fan sequel. Awsome work so far.
Also made an engine for Final Fantasy IV that plays just like the real thing. Tho I dun have any plans yet ta port those ta dreamcast, yes indeed, this engine can work really well for somethin CV'ish. THe game i'm currently makin' is in the same ActionRPG format as SOTN and the DS one, so yah it'd be really easy.
Basically, I can make anythin', so if people want an rpg engine as well, I can do that, tho it's hard ta always git time ta work on 'em.
I still dunno if I wanna release this particular engine ta public, but if anyone wants ta work wit' me on a similar one, (Platform, RPG, actionRPG what have ya) I could do that.
~Mal
if i told you that the next thing I say will be true, but that the last thing I said was a lie, would you believe me?
if i told you that the next thing I say will be true, but that the last thing I said was a lie, would you believe me?
- toastman
- Iron Fist of Justice
- Posts: 4933
- Joined: Sat Nov 10, 2001 3:08 am
- Location: New Orleans
- Has thanked: 0
- Been thanked: 0
- Contact:
I guess so. I could've swore it was already done though. Oh well, fuzzy memories, bleh.c99koder wrote:I applied Jim's patch to KOS and checked it into subversion. Looks like it got lost in the shuffle
-Sam
When I start getting a chance to do some more dev, I'm going to do a checkout of the latest stuff and look into Tiki. That rewrite didn't take you that long did it, c99?
No signature.
-
- DC Developer
- Posts: 200
- Joined: Wed Oct 17, 2001 7:44 pm
- Location: East Windsor, NJ
- Has thanked: 0
- Been thanked: 0
- Contact:
Most of the actual game is still using KGL, since Tiki uses KGL as well. Writing the new menu system with genmenu (also in Tsunami) was pretty easy. If you have any questions feel free to join the mailing list http://lists.sourceforge.net/lists/list ... dcdev-tiki or post on here and I'll see if I can answer
The Dreamcast port of Tiki is a little fragile, but it's mostly working. I have to figure out why sound isn't working, and I have to add keyboard support (I've done mouse and controller already). I'll probably tackle those this weekend. The Mac and win32 ports are the most mature, and the SDL port works except for sound.
Atani is working on porting the tsunami and parallax demos over to Tiki, but in the meantime there's a version of the parallax bubbles demo included.
-Sam
The Dreamcast port of Tiki is a little fragile, but it's mostly working. I have to figure out why sound isn't working, and I have to add keyboard support (I've done mouse and controller already). I'll probably tackle those this weekend. The Mac and win32 ports are the most mature, and the SDL port works except for sound.
Atani is working on porting the tsunami and parallax demos over to Tiki, but in the meantime there's a version of the parallax bubbles demo included.
-Sam
-
- DC Developer
- Posts: 453
- Joined: Thu May 16, 2002 8:29 am
- Location: ice88's house
- Has thanked: 0
- Been thanked: 0
- Contact:
So is it relatively easy to convert things written to the KOS API over to Tiki? It might give BTime, Joggle and DCRTronic a new lease of life if I can get them running under DC, Win32 and Mac...
Is there a simple 'how to use Tiki' tutorial somewhere?
Is there a simple 'how to use Tiki' tutorial somewhere?
Read my blog: http://unrational.blogspot.com