Author Topic: Smooth Scrolling Tilemapper  (Read 21874 times)

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Offline DJ Omnimaga

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Re: Smooth Scrolling Tilemapper
« Reply #15 on: June 21, 2010, 11:55:59 am »
wow nice! I am surprised at how small the code is, too. Do you mind if I ever use parts of it in one of my program if I ever make a game again?

Offline Ikkerens

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Re: Smooth Scrolling Tilemapper
« Reply #16 on: June 21, 2010, 01:16:19 pm »
wow nice! I am surprised at how small the code is, too. Do you mind if I ever use parts of it in one of my program if I ever make a game again?

Go ahead, thats the main reason why I shared it.
But under 1 condition: Author credits :)

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Offline DJ Omnimaga

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Re: Smooth Scrolling Tilemapper
« Reply #17 on: June 21, 2010, 01:17:42 pm »
yeah don't worry if I use it ^^

Also I noticed a bug: when you scroll up/down from each edges of the map, it scrolls twice faster than in the middle
« Last Edit: June 21, 2010, 01:19:10 pm by DJ Omnimaga »

Offline Ikkerens

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Re: Smooth Scrolling Tilemapper
« Reply #18 on: June 21, 2010, 01:21:12 pm »
yeah don't worry if I use it ^^

Also I noticed a bug: when you scroll up/down from each edges of the map, it scrolls twice faster than in the middle

Yeh, I noticed that, dunno what's going wrong tho.
Thought it was optic trickery.

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Offline Quigibo

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Re: Smooth Scrolling Tilemapper
« Reply #19 on: June 21, 2010, 02:27:34 pm »
My guess would be that the number of sprites it has to draw is more/less causing the speed to change slightly.
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Offline DJ Omnimaga

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Re: Smooth Scrolling Tilemapper
« Reply #20 on: June 21, 2010, 02:28:55 pm »
mhmm I am confused... since he draws everything each frame regardless of their position on screen. Could it be that when trying to store them on certain screen sides, they aren't drawn at all?

Offline Ikkerens

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Re: Smooth Scrolling Tilemapper
« Reply #21 on: June 21, 2010, 02:32:32 pm »
I'd doubt that, my code only draws whats visible on-screen plus a right-side and bottom row.

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Offline DJ Omnimaga

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Re: Smooth Scrolling Tilemapper
« Reply #22 on: June 21, 2010, 02:39:50 pm »
really? Mhmm I didn't notice any checks x.x

Offline Ikkerens

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Re: Smooth Scrolling Tilemapper
« Reply #23 on: June 21, 2010, 02:43:15 pm »
really? Mhmm I didn't notice any checks x.x

In the drawing sub, change the fors to this:
Code: [Select]
For(T,0,7)
For(S,0,11)

You'll see the difference.
« Last Edit: June 22, 2010, 05:15:04 pm by Ikkerens »

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Offline DJ Omnimaga

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Re: Smooth Scrolling Tilemapper
« Reply #24 on: June 21, 2010, 02:43:58 pm »
ok I'll check this after work

Offline FinaleTI

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Re: Smooth Scrolling Tilemapper
« Reply #25 on: June 27, 2010, 12:31:35 pm »
I was playing with this program yesterday and I modified it so that it masks a sprite over the map, then masks a forground over the entire screen.

Screenie and source (Credit for the original engine goes to Ikkerens of course :)) attached:
« Last Edit: June 27, 2010, 12:32:19 pm by FinaleTI »


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Offline Madskillz

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Re: Smooth Scrolling Tilemapper
« Reply #26 on: June 27, 2010, 01:11:09 pm »
Wow, that is really awesome. Does it remind anyone else of George's old game that he was working on? I cant remember what it was called, but it had similar aspects with parts of the map placed on the top of the sprite. For example when he walked under an archway.

Offline Galandros

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Re: Smooth Scrolling Tilemapper
« Reply #27 on: June 27, 2010, 01:25:27 pm »
Looks really cool and a nice speed.

I did not see the Axe Parser source code to understand the method but in assembly horizontal scrolling is much slower too because shifting bits by rotating them is much more time expensive than moving entire bytes around in the graphics buffer.
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Offline DJ Omnimaga

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Re: Smooth Scrolling Tilemapper
« Reply #28 on: June 27, 2010, 02:16:52 pm »
Wow this is awesome. Look pretty great too. You should make it scroll 2 pixels so it moves a bit faster, though. Also, I discovered why it runs faster on edges and some other portions of the map, when scrolling vertically: it's because when sprites are aligned horizontally on the screen (displayed at multiple of 8 pixels), it takes twice less time to happen. Displaying them at different locations horizontally apparently requires more processing power because of how the memory works (each byte contains 8 pixels. Imagine when you need to display parts of a byte in another for 96 sprites).

Wow, that is really awesome. Does it remind anyone else of George's old game that he was working on? I cant remember what it was called, but it had similar aspects with parts of the map placed on the top of the sprite. For example when he walked under an archway.
Probably not a lot of people around here, since they all joined long after Dys left, but I remember the project quite well. It was amazing (It used Star Ocean 1 tiles, rigth?)


Offline Madskillz

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Re: Smooth Scrolling Tilemapper
« Reply #29 on: June 28, 2010, 01:19:24 am »
Yep that would be the one. Brings back memories of how impressive/awesome it was.