MGE Samples 1 to 3

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mICrO
Posts: 25
Joined: Mon Oct 17, 2005 2:48 am
Location: Madrid (Spain)

MGE Samples 1 to 3

Post by mICrO »

Hello,

MGE, aka Micro Game Engine, it's been ported from my original Windows(DirectX) 2D gaming library.

Those examples show some of the functionalities and features.

At the moment the features of MGE are:
  • 16 bits rendering.
    Manipulation virtual screens o VRAM screens areas.
    Defining working screen (aka render target)
    Sprite Drawing, with different mode, transparent, inked, etc.
    Sprite Banks, for sprites animations, grouping and easily manipulation.
    Clipping, Zoomed, Transparent copy of screens.
    Basic input control.
    Configuration XML file.
    Data logging, with indentation and log levels.
    TGA files reading (32 or 24 bits), include uncompress from gzip files.
Examples source code, and more info are could download from here:

download
mICrO^NewOlds
ja_medina at hotmail dot com

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Wraggster
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Post by Wraggster »

just tested it and works perfect on v1.0 once converted with psp brew :)
Webmaster of http://www.dcemu.co.uk

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mICrO
Posts: 25
Joined: Mon Oct 17, 2005 2:48 am
Location: Madrid (Spain)

Post by mICrO »

Thank you for testing in v1.0, even I don't mind to make it compatible with v1.0, now if i could make it works wih pspe will be great.
Wraggster wrote:just tested it and works perfect on v1.0 once converted
with psp brew :)
mICrO^NewOlds
ja_medina at hotmail dot com

There is no such thing as a moral or an immoral book.

Books are well written or badly written.
(Oscar Wilde)
rmedtx
Posts: 14
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Location: USA
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Post by rmedtx »

Excellent work mICrO,
I was runing those samples in my PSP. How close is this engine from completion?
Wraggster
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Post by Wraggster »

making it work on PSPE might be a waste of time as the emulator itself needs a massive amount of work to make it more useful to homebrew developers
Webmaster of http://www.dcemu.co.uk

DCEMU The Worlds Only Homebrew & Gaming Network of Sites.
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