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"Lost Legends" for 84+, An ASM RPG
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Topic: "Lost Legends" for 84+, An ASM RPG (Read 57399 times)
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Zera
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Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #255 on:
December 11, 2007, 12:15:00 pm »
THE POST 13561337
Can you give me a visual example of what a sprite with mask would look like, as well as what you mean by keeping them seperate?
I'm really not sure how this works any differently from assigning a color value. Even when you create a mask layer, you're telling the system that black values = transparent values, right?
This post has been edited by
grendel
on 11 Dec, 2007, 18:17
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JonimusPrime
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"Lost Legends" for 84+, An ASM RPG
«
Reply #256 on:
December 11, 2007, 01:26:00 pm »
THE POST 13561428
a mask would be a sprite containing all of the transparent data so the outline of what you are trying to draw.
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"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live" -Unknown
"If you've done something right no one will know that you've done anything at all" -Futurama
"Have a nice day, or not, the choice is yours." Tom Steiner
vuurrobin
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"Lost Legends" for 84+, An ASM RPG
«
Reply #257 on:
December 12, 2007, 01:12:00 am »
THE POST 13561958
if you want an example of masking, you can look at the xlib guru page for it.
http://xlib.revsoft.org/index.php?title=Masked_Sprites
THE POST
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Zera
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Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #258 on:
December 13, 2007, 12:07:00 pm »
THE POST 13564618
SVN question: How do I remove a file from the trunk? I choose "delete" from the context menu, but it actually deleted the file from my computer. When I restored it, it just put a big red X over the file icon, and refuses to update the SVN when I try to commit. -_-
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dinhotheone
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"Lost Legends" for 84+, An ASM RPG
«
Reply #259 on:
December 13, 2007, 03:06:00 pm »
THE POST 13564938
here is step by step
1. sprite
2. mask
3. background
here is what happens when you mask a sprite:
4. mask anded onto the background
5 sprite ored onto that (4)
thats all there is, now from what liazon says, you do this for each image in the gscale and you have a masked sprite.
some wierd things happened to that guys leg because of the res, i think you should be able to open it yourself though
QuoteBegin
-->
QUOTE
Can you give me a visual example of what a sprite with mask would look like, as well as what you mean by keeping them seperate?
I'm really not sure how this works any differently from assigning a color value. Even when you create a mask layer, you're telling the system that black values = transparent values, right?
the thing is, nothing is actually transparent. black is not being called transparent, transparency is a bad way to think of it. i like to think about it like the mask prepares the tile for the sprite. its basically cheating compared to what you usually do. ill try to go into more detail about what was said above. when you look at the picture, you see four level grayscale, however this is not what is displaying, the calc is displaying 4 different pictures, each of which are black and white. for it to look and analyze what you are seeing, you would have to have something go through 8*8 pixels in all four picks, trying to find 3 on pixels or 2 or w/e you set as transparent. then each time it tries to display the picture, you have to tell it not to display those pixels which im sure is not too easy, assuming you can define what is transparent as another layer, you can might be able xor this layer onto each display. which now that i think about it, is esesntially the same as masking, except yours cuts down the pallet, requires figuring out what is transparent and what is not during runtime, making the sprite display run slower each time the picture changes (assuming they can code it so that routine only happens once per sprite,BG combination and not slow it down all the time). whereas masking is the same, instead of xoring the transparency mask ill call it, you 'and' the regular mask. what disapeers is figured out beforehand, speeding things up, and it doesnt cut down the pallet.
This post has been edited by
dinhotheone
on 17 Dec, 2007, 19:00
Attached Image (Click thumbnail to expand)
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Zera
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Posts: 737
Rating: +82/-7
Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #260 on:
December 13, 2007, 03:50:00 pm »
THE POST 13565006
This is probably why I haven't messed with programming very much. I don't know why I have such a difficult time trying to understand these concepts. I'll just have faith that it works.
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DJ Omnimaga
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"Lost Legends" for 84+, An ASM RPG
«
Reply #261 on:
December 13, 2007, 05:17:00 pm »
THE POST 13565122
I feel kinda the same way than you when trying to understand concepts
I really need images then someone to do it in front of me before I understand. In some cases images and descriptions are enough though
but yea you can see why I used TI-BASIC for that long o.o
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Liazon
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"Lost Legends" for 84+, An ASM RPG
«
Reply #262 on:
December 13, 2007, 05:53:00 pm »
THE POST 13565166
ya. the ti resources should really be promoted more. wikiti has a lot, but i wish it was easier to search for an article you wanted.
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JonimusPrime
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"Lost Legends" for 84+, An ASM RPG
«
Reply #263 on:
December 14, 2007, 06:54:00 am »
THE POST 13565735
Yeah I can never find what i want there now I mainly just ask on IRC or something like that.
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"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live" -Unknown
"If you've done something right no one will know that you've done anything at all" -Futurama
"Have a nice day, or not, the choice is yours." Tom Steiner
Liazon
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"Lost Legends" for 84+, An ASM RPG
«
Reply #264 on:
December 16, 2007, 04:19:00 pm »
THE POST 13568872
WARNING!!!!!!!!!!!
REALLY REALLY REALLY REALLY MINOR UPDATE!!!!!
Sorry ahead of time for any disappointment! i just wanted to make sure people didn't think this was dead ^^
so after pondering the efficiency of using a smooth scrolling tilemapper for a game with very little scrolling, I decided to write my own aligned (NO SCROLL as opposed to unaligned which does scroll) tilemapper. As a result, you need ~2000 less bytes of free ram to run Lost Legends!
edit: on top of that, I think I might have cut the size of the mapper in half by using my own instead of jim's. not that that really means anything in an app.
So now the free RAM requirement is ~1500 bytes (as opposed to 3500) if anybody cares. I'm going to wait a bit before trying to cut down even more, because I'm not sure if appbackupscreen will be needed for anything else. otherwise, I'd use it as one of the active buffers and save another 768 bytes from the free ram requirement. personally, I'd like to reduce the amount of free ram that will be needed, but atm, it's hard to say
as you can also see, the bare bones text is working nicely. btw, it displays in black, dgray, lgray, and invisible (like that makes any sense) fortunately, because of the way the game was designed, masking wasn't necessary. i should probably loop the thing and save another 50 or so bytes. meh
from here, I just need to start adding hit detection to the maps, as well as the proper transitions and warping, and object interaction, etc. It's probably going to be awhile before another update. i'll probably get more done over break.
latest executable
btw: can someone test the error message by testing it on a calc that has less than 1400 RAM on it? it should display an message and quit properly. i don't have enough stuff on me atm to flood RAM ^^
This post has been edited by
Liazon
on 16 Dec, 2007, 22:23
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Zera
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"Lost Legends" for 84+, An ASM RPG
«
Reply #265 on:
December 16, 2007, 04:32:00 pm »
THE POST 13568877
Nice, Liazon.
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Ranman
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"Lost Legends" for 84+, An ASM RPG
«
Reply #266 on:
December 16, 2007, 05:12:00 pm »
THE POST 13568909
Very nice looking and very fast tile engine! I like the memory savings too -- this will lend more memory for story development.
In my opinion, the story line is more important than visual appearance. Smooth scrolling is more of an "eye candy" effect. If you have plenty of memory available, then go for the eye candy.
Good job Liazon! :king:
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Ranman
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Zera
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Rating: +82/-7
Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #267 on:
December 16, 2007, 05:34:00 pm »
THE POST 13568936
I think anyone looking forward to a deeply involving story will be disappointed. It's your run-of-the-mill fantasy RPG.
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trevmeister66
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"Lost Legends" for 84+, An ASM RPG
«
Reply #268 on:
December 17, 2007, 08:06:00 am »
THE POST 13569580
Wow that looks great. Even if it is just a run-of-the-mill fantasy RPG, the graphics look amazing and as long as it has a relatively lengthy gameplay, then the story won't be as important. I guess it depends on what you like.
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"Lost Legends" for 84+, An ASM RPG
«
Reply #269 on:
December 17, 2007, 10:52:00 am »
THE POST 13569851
This is awesome! O_O
But when you're talking about less free RAM needed to run LL do you imply it will no longer be a Flash APP at one point? I would rather always have the program in the archive, that way if calc crashes you don't lose the game
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Omnimaga
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Zera
) »
"Lost Legends" for 84+, An ASM RPG