Thanks!
AFAIK the embedded template isn't open source.
Thanks! I didn't know it had RetroAchievements, so cool :)
Music and sound effects are here: https://github.com/GValiente/butano/tree/master/games/butano-fighter/audio
Hi, sorry for bothering you.
Not at all.
I'm curious how many sprites you can realistically push in a single hblank.
Right now the limit is 58 sprites per scanline, but I think I could increase it a bit more (I don't need to do it for now).
Is there a big difference the sprites are copied from IWRAM vs EWRAM for example?
HDMA sprite buffers take more than 150KB, so I can't put them in IWRAM :)
What's the limit from your testing (I assume you have fine-tuned this limit to push the graphics of your newest racing sim).
Right now the limiting factor is CPU usage, not the number of sprites per scanline.
Also, do you always push the same amount of scanlines each hblank or do you use interrupts to fine-tune the amount depending on the geometry on screen?
Unlike with Varooom 3D, with this engine I'm firing a DMA interrupt after each HDMA transfer to setup the number of sprites to transfer per scanline.
The green dots in these pictures show how much time the CPU waits for HDMA transfers before and after using the DMA interrupt:

Thanks for your entry!
Audio and most graphics files don't have a license. What's their license? Remember that all assets must be under a license compatible with CC BY-NC-SA 4.0.
If you can't use those ghost moans, it would be nice if the microgame played some music. The template now has a library of music jingles to choose from, and a way to make your game match the tempo (more info).
Thanks for your entry!
Credits and license of the graphics are fine, but the tdc_lose.wav sound doesn't have a license. What is its license? Remember that all assets must be under a license compatible with CC BY-NC-SA 4.0.
It would be nice if the microgame played some music before losing too. The template now has a library of music jingles to choose from, and a way to make your game match the tempo (more info).
Great job as always!
It would be great to have a Battle City 3D clone for the GBA :)
You can listen to the music here too: Stream tempest | Listen to Varooom 3D on Game Boy Advance (2021) playlist online for free on SoundCloud
Thanks!
Game's source code and assets are open, so you can get the music from here: https://github.com/GValiente/butano/tree/master/games/varooom-3d/audio
Please check the licenses if you plan to use them in other projects: https://github.com/GValiente/butano/tree/master/games/varooom-3d/credits
I can't think of any missing feature right now, but if it helps, my current workflow is the following:
Thinking about it, maybe an interactive background remover would be nice :)
Hi, new paid user here :)
I love PixelOver for what it offers since the first releases: turning high resolution images into nice pixel art.
Although I'm thankful that you keep adding new features to PixelOver, I think they are not too related to that initial goal, so it would be nice for me at least if you could keep the focus on that initial goal for some of the new features added in the future.
I have never used any new feature added after 0.3, if that helps :)
Anyway, thanks a lot for this great piece of software.