We've argued about the palette issue many times already. There are two talented guys willing to develop the software, so we should just hold back...
I don't see how the malloc wrapping code is relevant to this thread at all. Your second post is hard to follow. I assume that you're trying to...
When reading all of that my mind is going... "Memory allocation wrapper? C code? Comic Sans? Layer registration?" What are you trying to do?...
Ambient lighting is doable in hardware. But let's not get too ahead of ourselves yet. We don't even have a good idea about how we are going to...
Yes. Whatever we do, we must preserve the amount of lagginess the original had. This is important.
You're not going to see a big change when using it in emulators. Emulators are going to do all composting in a texture buffer first before...
In simple terms, rendering textures with Direct3D or OpenGL is really goddamn fast. You don't have to transform points into 3D space with either...
Tell me more about you thoughts on Glide-wrapping.
I'll reiterate. Don't get hung up on pallets, nothing has been done yet in terms of engine design.
That's why I'm hesitant to commit to the project. I don't know if I'd be able to carry it through by working in my free time. This is really a...
Assume that there aren't any for now.
It's a novel idea, but I wouldn't call portability a top priority. I think it's safe to assume that most people are using Windows based machines...
My name is Funroll Loops, and I support this remix.
Hey jman, I'm not entirely clear on where you are focusing on with development. It sounds like you are writing backend code, but I'd like to know...
Just to let you guys know what I'm up to. I've been working on a generic 2D platformer tool-chain. Primarily a map editor at this point with...
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