Author Topic: Lost Legends  (Read 11600 times)

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Offline Zera

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Lost Legends
« on: February 20, 2008, 05:25:00 am »
Well, here it is again. Discussion of Lost Legends.

Offline DJ Omnimaga

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Lost Legends
« Reply #1 on: February 20, 2008, 08:30:00 am »
Hey grendel welcome back!

But we alerady had another LL discussion going on for about a month there :P

http://omnimaga.org?topic=36194/

I will probably put staff projects in separate sections each soon though because it looks like the old board will not be back this winter/spring :(

When it is back I will merge this topic with the old one though

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Lost Legends
« Reply #2 on: February 20, 2008, 02:22:00 pm »
hey, good to see ya again!

just check my sig for the few updates that will come this week.

I was going to ask you what you thought about 8 part animations.

Offline JonimusPrime

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Lost Legends
« Reply #3 on: February 20, 2008, 06:47:00 pm »
Hey are the screenshots in your sig PTI or waibbit? Cuz they are crazy fast it and if they are 83+ and not se that is amazing.

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Offline DJ Omnimaga

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Lost Legends
« Reply #4 on: February 20, 2008, 07:24:00 pm »
to me it looks more like Wabbit, cuz PTI grayscale shows the scanlines, even in ASM

Offline JonimusPrime

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« Reply #5 on: February 20, 2008, 07:38:00 pm »
Yeah good point and knowing wabbit it is most likely 15Mhz oh well it is still awesome :).

"Always code as if the person who will maintain your code is a maniac serial killer that knows where you live" -Unknown

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Offline DJ Omnimaga

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« Reply #6 on: February 20, 2008, 07:48:00 pm »
well most ASM games are slowed down to 6 MHz on 15 MHz calcs anyway, else on SE calcs Mario would become Sonic lol

Even xLIB functions are slowed down to 6 MHz on SE/84 calcs. Tr1p1ea told me. Because I was the only beta tester when the app developpement started and the first version I tried had distorted graphics on my SE and worked fine on my 83+, and the fix was to set the functions to execute at 6 MHz on all calcs.

Offline JonimusPrime

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Lost Legends
« Reply #7 on: February 20, 2008, 08:20:00 pm »
Yeah that makes sence, cuz I thought that the SE calcs ran basic progs at top speed so xlib would have issues with the speed difference when displaying stuff. But with asm with a few extra lines of code you can have it detect which calc you are on and adjust your screen delays for whichever calc you are on.

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Lost Legends
« Reply #8 on: February 20, 2008, 08:30:00 pm »
lol i don't emu SEs.  Besides, the only thing that uses 15mhz is RGP, which turns it on/off when the interrupt fires iirc.  funny thing, SE speeds of 20 and 25 mhz were planned for but never implemented in the SEs.

if you really want to see for yourself, just try one of the executables.  I'd recommend 0007 only cuz the latest was just a test.

Offline DJ Omnimaga

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Lost Legends
« Reply #9 on: February 20, 2008, 08:38:00 pm »
thestorm basic progs runs at 15, just not xlib functions. The real commands in xlib runs at 15, until it reach the inside of the function

Offline JonimusPrime

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Lost Legends
« Reply #10 on: February 20, 2008, 10:27:00 pm »
Yeah that is what I said that the basicprogs run at full speed but xlib slows it down for its displaystuff and then resets it.

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Offline kalan_vod

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Lost Legends
« Reply #11 on: February 20, 2008, 11:42:00 pm »
Haha, love that spoiler sig :P (Liazon)

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Lost Legends
« Reply #12 on: February 21, 2008, 12:19:00 am »
lol thanks kalan

at the moment I need to start fusing build 7, which was screen to screen scrolling and build 9, which was sprite movement to be able to move the sprite around the world.

I tried my best to write it so I could avoid rewrites in the future, but it can't be guaranteed.  I like the current set up right now, cuz a single tile can be impassable/passable in different locations (good for easter eggs and secret areas ^^), but it does make it a bit more bloated.  I have to admit, after seeing how fast handling the entire map at a time was, I started bloating (while saving some space) the 3rd rewrite a bit on purpose when handling section by section instead.  I hope it doesn't come back to bite my when I start parsing for special objects and events on a map section, but I think I'll manage, unless I'm wrong in that the movement is still a bit too fast.  I'll just have to see when I start working on the zeldaesque scrolling and other things.

Offline kalan_vod

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Lost Legends
« Reply #13 on: February 21, 2008, 02:54:00 am »
I sure hope the others are contributing to the coding process, I would really hate to see you get burned out quickly..Great to hear you are working on the screen movement, kinda like zelda ;). I like sounds of the plans!

Offline TIfanx1999

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Lost Legends
« Reply #14 on: February 21, 2008, 03:38:00 pm »
Hey, looks good. Nice usage fo the spolier tag indeed. Can't wait to fool around with it ! ;)
*Edit* Welcome back grendel. Been a while. :)