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"Lost Legends" for 84+, An ASM RPG
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Topic: "Lost Legends" for 84+, An ASM RPG (Read 59142 times)
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Liazon
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"Lost Legends" for 84+, An ASM RPG
«
Reply #90 on:
November 04, 2007, 09:12:00 am »
THE POST 13506233
thanks grendel, that's really about all I need.
I can probably write some kind of script in Java or something to cut it down to a list of unique words. I had an interesting compression idea involving tokenizing words, but seeing as you plan to localize this game, I duno if that'd be good for Japanese.
I've updated the SVN w/ the latest executable in
APP form
Some time this week, I'm going to test _vputs and _puts and see how much it messes w/ gs. Rumor has it, they disable interrupts during the texting process, which means bad for RGP. If it comes down to it, I'll write my own text routine and some kinda of Java program to convert regular strings to a modified charset. I'll probably use PenCol/Row or CurRow/Col just because they're already there for inputs.
Hope that helps
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Halifax
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"Lost Legends" for 84+, An ASM RPG
«
Reply #91 on:
November 04, 2007, 09:20:00 am »
THE POST 13506242
I have a special APP made vputs if you need it. (Made by jon)
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There are 10 types of people in this world-- those that can read binary, and those that can't.
DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
"Lost Legends" for 84+, An ASM RPG
«
Reply #92 on:
November 04, 2007, 09:36:00 am »
THE POST 13506268
wow, anyone can explain me why vertical scrolling is faster than horizontal? Is it because it is more difficult to clip the left/right sides of sprites because they have to be 8 bits multiple width? o.o
That said I love how it looks ^^
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Zera
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Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #93 on:
November 04, 2007, 09:47:00 am »
THE POST 13506281
Don't worry too much about the Japanese dialogue for now. That comes much, much later. I actually consider it a secondary project to be tackled long after the game is normally finished. All it would really involve is replacing the font bitmap and inserting a different dialogue file. It shouldn't be no more complicated than translating a game ROM.
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Liazon
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"Lost Legends" for 84+, An ASM RPG
«
Reply #94 on:
November 04, 2007, 09:58:00 am »
THE POST 13506296
QuoteBegin-DJ Omnimaga+4 Nov, 2007, 15:36
-->
QUOTE
(DJ Omnimaga @ 4 Nov, 2007, 15:36)
wow, anyone can explain me why vertical scrolling is faster than horizontal? Is it because it is more difficult to clip the left/right sides of sprites because they have to be 8 bits multiple width? o.o
That said I love how it looks ^^
There are several reasons why actually.
First I'd like to point out that the default settings for the demo is NOT pixel by pixel scrolling. It's actually scrolling 4 pixels at a time. IIRC:
F1: 1 pixel scrolling
F2: 2 pixel
F3: 4 Pixel
F4: 6 Pixel
F5: 8 pixel
2nd: Turn SE speed on (SE only)
Mode: Turn SE speed off (SE only)
So the screens are actually at 4 pixel scrolling.
As for why:
4 pixel scrolling is a "worst case" scenario because you have to rotate each byte in each row 4 times, regardless of whether you rotate from the left or the right (because there are 8 bits in a byte). In vertical scrolling, it doesn't matter how much you scroll by. you just need to figure out where you start copying from and copy. I think Jim e uses an extra row of tiles in his buffer so that all mapper needs to do is calculate the row to start copying from and then just do one loop essentially (in ASM, it's ldir, but I think Jim e uses lots of ldis for some reason).
also, keep in mind that since the screen is shorter, but wider, things would probably naturally appear to move faster vertically because it'd only be present for 2/3 as many pixels.
edit:
@Halifax: Sure, that'd be useful.
@grendel: Is all text in the game going to be at that large font?
This post has been edited by
Liazon
on 4 Nov, 2007, 16:08
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Zera
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Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #95 on:
November 04, 2007, 10:22:00 am »
THE POST 13506342
Yes, all the text in the game uses the custom font.
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
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CodeWalrus founder & retired Omnimaga founder
"Lost Legends" for 84+, An ASM RPG
«
Reply #96 on:
November 04, 2007, 10:43:00 am »
THE POST 13506366
I see what you mean liazon, thanks for claryfying it up
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Zera
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"Lost Legends" for 84+, An ASM RPG
«
Reply #97 on:
November 04, 2007, 11:21:00 am »
THE POST 13506434
Wow. I was just looking over some of the old resources I've yet to delete from the original concept. (back when I had planned it for 82, and was using pure black and white tiles) Check it out:
It was kind of lame back in its earlier stages, so yeah.
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Halifax
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"Lost Legends" for 84+, An ASM RPG
«
Reply #98 on:
November 04, 2007, 11:22:00 am »
THE POST 13506438
That actually looks pretty good!
At Liazon, yes ldis are faster than using one ldir to match them.
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There are 10 types of people in this world-- those that can read binary, and those that can't.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
"Lost Legends" for 84+, An ASM RPG
«
Reply #99 on:
November 04, 2007, 11:31:00 am »
THE POST 13506450
wow nice
ppl should really start submitting sprites again in the pixel art forum ^^
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Zera
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Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #100 on:
November 04, 2007, 11:34:00 am »
THE POST 13506453
Oh, and Liazon, a note about the map code -- I need some maps to be able to loop. For example:
When you walk off either side where the tiles are connected, the map will simply loop around. All other maps are designed with blockage preventing you from coming in contact with the edges, so it can be made into a universal exception that all maps should loop. (if that's easier)
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Liazon
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"Lost Legends" for 84+, An ASM RPG
«
Reply #101 on:
November 04, 2007, 11:47:00 am »
THE POST 13506473
o.o
you didn't actually expect me to already be starting that did you? lol I hope you aren't expecting a Thanksgiving or Christmas release either ^^
I'm working on atm. I'll get back to mapping once that's finished, though the looping and stuff shouldn't be too hard, just change a couple numbers here and there ^^. Your timing was impeccable btw. If you had posted this project a week earlier, or a week later, I probably wouldn't have as much time to help you
the black and white tiles look pretty nice too
This post has been edited by
Liazon
on 4 Nov, 2007, 17:49
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
"Lost Legends" for 84+, An ASM RPG
«
Reply #102 on:
November 04, 2007, 11:55:00 am »
THE POST 13506509
O_O
this is so awesome looking, darn so true to final fantasy games!
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TIfanx1999
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"Lost Legends" for 84+, An ASM RPG
«
Reply #103 on:
November 04, 2007, 12:59:00 pm »
THE POST 13506583
The black and white tiles look great too, wasnt oxyale from final fantasy one where you have to go underwater in the barrel?
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Zera
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Rating: +82/-7
Monochrome Artisan
"Lost Legends" for 84+, An ASM RPG
«
Reply #104 on:
November 04, 2007, 01:05:00 pm »
THE POST 13506589
QuoteBegin-art_of_camelot+4 Nov, 2007, 18:59
-->
QUOTE
(art_of_camelot @ 4 Nov, 2007, 18:59)
The black and white tiles look great too, wasnt oxyale from final fantasy one where you have to go underwater in the barrel?
Yes, but I actually removed it from the current version.
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« previous
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Omnimaga
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Discontinued
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Escheron: Shadow over Ragnoth
(Moderators:
Iambian
,
Geekboy1011
,
Zera
) »
"Lost Legends" for 84+, An ASM RPG