Author Topic: "Lost Legends" for 84+, An ASM RPG  (Read 57901 times)

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Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #270 on: December 17, 2007, 11:34:00 am »

 THE POST 13569934
no you see, since it's a flash APP, I can't do something like
c1
-->
CODE
ec1
variable:
 

Offline DJ Omnimaga

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"Lost Legends" for 84+, An ASM RPG
« Reply #271 on: December 17, 2007, 11:54:00 am »

 THE POST 13569958
ooh i see, i was afraid you decided to make the game a 8xp program again, good to see it's just for variable and such stuff


Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #272 on: December 17, 2007, 12:09:00 pm »

 THE POST 13569984
ya, as it was mentioned before, the amount of static data would definitely be at least an app page.  it's hard to say if code would exceed 8k, but it probably will.

and dont' worry about losing stuff in a crash, appvar can be archived fortunately :)smile.gif


Offline tr1p1ea

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« Reply #273 on: December 18, 2007, 01:35:00 am »

 THE POST 13570781
You wont be able to seperate the grayscale active buffers from one another since they interlacing uses an optimisation that relies upon them being together in memory :Swacko.gif.  


 THE POST    
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Liazon

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"Lost Legends" for 84+, An ASM RPG
« Reply #274 on: December 18, 2007, 11:09:00 am »

 THE POST 13571447
too bad :(sad.gif i always wondered why they were usually together.

almost forgot to thank you for telling me that.  it would have been nasty if I had finished the game and tried that "optimization" only to find it was nasty. lol

thanks tr1p1ea!!!  :Dbiggrin.gif

This post has been edited by Liazon on 18 Dec, 2007, 20:24


Offline DJ Omnimaga

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"Lost Legends" for 84+, An ASM RPG
« Reply #275 on: December 18, 2007, 08:33:00 pm »

 THE POST 13571988
Keep up the good work, guys!  


Spikeman

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"Lost Legends" for 84+, An ASM RPG
« Reply #276 on: December 19, 2007, 04:37:00 pm »

 THE POST 13573471
About the grayscale thing: I'm fairly sure Duck's GS kit does what Grendel was talking about (make the dark gray transparent). At least his Zelda demo did and looking over the code I didn't see anything special to do it. Either way I'd be willing to make a routine to say, convert a sprite stored in that form (dark gray = transparent) to a sprite and a mask just to save storage space.  


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Offline DJ Omnimaga

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« Reply #277 on: December 19, 2007, 04:58:00 pm »

 THE POST 13573525
If durk gpp does it, Jim E RGP must do it, IIRC it was an enhanced version of durks  


Offline tr1p1ea

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« Reply #278 on: December 20, 2007, 03:13:00 am »

 THE POST 13573987
Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray.  


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"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline Ranman

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« Reply #279 on: December 20, 2007, 03:25:00 am »

 THE POST 13573997
QuoteBegin-tr1p1ea+20 Dec, 2007, 9:13
-->
QUOTE (tr1p1ea @ 20 Dec, 2007, 9:13)
Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray.  

 With as much graphics data that is planned for this game, I would recommend using the the GS routines that save the most memory.

Transparency is not necessary for this game; and it would be completely unnoticeable by the end user.  

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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline DJ Omnimaga

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« Reply #280 on: December 20, 2007, 03:47:00 am »

 THE POST 13574024
yeah but then doing it 3 level gs would require the entire sprite sheet to be redone and it may not look very great with some sprites  


Offline Zera

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« Reply #281 on: December 20, 2007, 03:50:00 am »

 THE POST 13574027
QuoteBegin-Ranman+20 Dec, 2007, 9:25
-->
QUOTE (Ranman @ 20 Dec, 2007, 9:25)
QuoteBegin-tr1p1ea+20 Dec, 2007, 9:13-->
QUOTE (tr1p1ea @ 20 Dec, 2007, 9:13)
Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray.

With as much graphics data that is planned for this game, I would recommend using the the GS routines that save the most memory.

Transparency is not necessary for this game; and it would be completely unnoticeable by the end user.

Actually, it is necessary. (albeit, only for one sprite) There's a lot of empty space bordering the main character's sprite set. When super-imposed on top of most floor tiles, it wouldn't look right without some kind of transparency.

And Spikeman, I like your idea, but since we're using a custom mapper, would it be compatible?

EDIT: My main concern is what ends up being most efficient. If we could write a custom routine for transparency that would require less memory than mapping, then I say we should go for it. Every little bit of free space helps.

This post has been edited by grendel on 20 Dec, 2007, 9:53


Offline Ranman

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« Reply #282 on: December 20, 2007, 04:15:00 am »

 THE POST 13574070
QuoteBegin-grendel+20 Dec, 2007, 9:50
-->
QUOTE (grendel @ 20 Dec, 2007, 9:50)
Actually, it is necessary. (albeit, only for one sprite) There's a lot of empty space bordering the main character's sprite set. When super-imposed on top of most floor tiles, it wouldn't look right without some kind of transparency.

Again... Transparency is not necessary -- according to triplea, you will lose a one shade of gray.

Proper masking will do the exactly what you want to do AND use you get to keep all colors. ;)wink.gif

You will only have to generate the mask for the one sprite.


Edit - My mistake... Having a mask for every tile would require more memory. But for just one tile would be negligible. :oops:embarassed.gif

This post has been edited by Ranman on 20 Dec, 2007, 10:23

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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline DJ Omnimaga

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« Reply #283 on: December 20, 2007, 04:21:00 am »

 THE POST 13574077
Ranman I think grendel means transparency as masking. At first i misinterpreted you though and thought you wanted him to do the game so the char sprite has an ugly white square around him when he walks on textured tiles, which doesn't look professional above 12x12. I think masking would be the solution, lot of games use it including Tr1p1ea's Desolate.

EDIT: THat goes for the playable character btw, not the NPCs, because for the NPC you could always store its sprite in the tileset and have it display as a tile instead of a sprite so you could edit the sprite border so the background is similar to the rest of the floor in the room

In games using 12x12 or 8x8 sprites it's not too bad because things are small and it's hard to notice the squares since in most of those the character almost takes the entire sprite slot  


Offline Zera

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« Reply #284 on: December 20, 2007, 05:58:00 am »

 THE POST 13574241
QuoteBegin-Ranman+20 Dec, 2007, 10:15
-->
QUOTE (Ranman @ 20 Dec, 2007, 10:15)
... according to triplea, you will lose a one shade of gray.  

 But the sprite is only 3-level grayscale -- the darker gray isn't used at all. Which is why I proposed it as a candidate for transparency. ;)wink.gif