Matt Hogan 

@mtthgn
105 Followers
199 Following
601 Posts
Software engineer, maker of half-finished things.
Websitehttps://mtthgn.com
@bbbbbr I'm not too worried about posts following me, to be honest. I'm more just curious whether it will "feel" different than being on mastodon.social, or if the all that will be changing is effectively some URLs that I frequent.

So, I've been thinking about switching instances. I started on mastodon.social because I didn't really know anything else, but mastodon.gamedev.place seems to be where everyone I interact with is at.

Is switching instances pretty painless? Will I notice any material differences if I switch?

@eniko I learned about fixed-point math from what's effectively the GBA development standard, tonc. I believe it describes the same thing you're saying, but with different phrasing:

"Not only do the decimals multiply, the scales multiply as well."

https://gbadev.net/tonc/fixed.html#ssec-fmath-ops

Appendix B - Fixed-point math & LUTs - Tonc - GBA Programming in rot13

GBA Programming tutorial

@bd oh, awesome! Is Oni the new name for "badlang," or a different language?

I've enjoyed seeing your posts on developing that language here. Perhaps one day I'll use it to make something for the GBA!

@bd This looks great! How do you like development for the Playdate? I've been curious in the console for a long time, but haven't made the leap in getting one just yet.

@slembcke Based on what I'm seeing, the NES has a little less than 29,780.5 cycles per frame (via nesdev.org) and for the GBA it's 280,896 cycles per frame.

I can see how, with approximately a tenth of the cycles, you'd more quickly reach for precomputed values!

@slembcke Currently I'm calculating the hflip positions per frame, but if I'm understanding you correctly, there's no reason I couldn't calculate the hflip positions at build time.

That's a good idea!

Players can sense the common sizes that appear on the screen, so meta sprites can make things feel a lot more natural + less boxy. They can also lead to more efficient OBJ VRAM usage. This sprite could technically be a 64x64 sprite, but it'd take over 2x the VRAM!

#gamedev #retrogaming #pixelart

The GBA has fixed sprite sizes, essentially combinations of 8, 16, 32, and 64 for width and height. In order to have sprites free of these constraints, you can make "meta sprites" out of multiple sprites. This brings other challenges, like proper horizontal flipping 😅

#gamedev #retrodev #pixelart

@kzurawel Do you have more details on this you could link to? It's the first I'm hearing of it.