Author Topic: OmniRPG - Coding  (Read 67079 times)

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Offline TIfanx1999

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Re: OmniRPG - Coding
« Reply #120 on: December 11, 2012, 03:53:03 pm »
Ah, good to hear. I was just curious if the engine would have a limit to the number of animation frames per tile or not. :)

Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #121 on: December 11, 2012, 03:57:31 pm »
Well, since we are using animated tiles, I won't be too surprised if we need >256 tiles o.o If we do, it won't be difficult to add in the ability to handle up to 65536 tiles without having to change the tilemaps at all :)

Offline tr1p1ea

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Re: OmniRPG - Coding
« Reply #122 on: December 11, 2012, 04:33:28 pm »
Thats a large tileset! :).
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Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #123 on: December 11, 2012, 04:46:49 pm »
Yeah, I am assuming that we won't need any more than 256 base tiles, but the number of frames for the animation might exceed 256. Also, I really hope I find enough time to sit down and rework the map engine for 16x16 sprites.
EDIT: *16x16 masked sprites

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Re: OmniRPG - Coding
« Reply #124 on: December 11, 2012, 04:59:11 pm »
What format will the map data be in?

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Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

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Offline TIfanx1999

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Re: OmniRPG - Coding
« Reply #125 on: December 11, 2012, 05:09:20 pm »
Yeah, I am assuming that we won't need any more than 256 base tiles, but the number of frames for the animation might exceed 256.
You must mean total animation frame for all tiles on screen at any given time. I doubt that we'd ever need 256 frames. Even if you figure all tiles on a give screen are animated that's 24 total tiles per screen. Say each tile has 3 frames (again we really shouldn't need more) that'd be 72 total. Even if you had some tiles overlapping due to some being partially on screen that would only add 9 tiles more (27 additional animation frames) for 99 frames total. If a mask needs another sprite, then you are at 298 frames total. Hmm... I guess it would depend, even though having that many animated tiles (ie all of them) would be highly irregular. Grayscale would be a different story though.
« Last Edit: December 11, 2012, 05:10:10 pm by Art_of_camelot »

Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #126 on: December 11, 2012, 05:35:00 pm »
I mean that counting all of the frames of all of the tiles in the total tileset, it could be >256, but the initial frames would total to less than 256 (not just on the screen, I mean in all).

@HOMER-16: I read the tiles going down first, then across.

EDIT: I do this for a good reason, too ! I plan to use my own sprite drawing routine at some point, and it leaves the pointer to the screen data pointing to the next sprite down. This just makes tilemapping a bit faster :)

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #127 on: December 12, 2012, 01:25:46 am »
I added animated tiles support to my previous tilemapper, and it works greatly ! Currently the engine is 554 bytes. I'll post a screenshot later (I'm in the bus carrying me to school D: ).

Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #128 on: December 12, 2012, 06:41:36 am »
Hehe, cool! I only just started adding support. I made a test program first (I still have to add it to the main program) :D

If you check out the screenie, I had to add a big delay between frames :) Also, you will see that there are 4 different kinds of tiles, though they share the same tiles. Some animate between two frames (Filled circle and empty circle or little circle and blank tile), one tile remains blank, and the other tile cycles between the non-blank sprites (black circle, empty circle, little circle). In all, there are 8 frames between 4 tiles and it takes up 72 bytes for the data. Oh, and though this can to grayscale for now, I won't suggest trying it until after I get masked tiles supported. As it is, it is going to be a pain scrolling the screen with masked tiles and a 16x16 character sprite XD (When I show the program without a delay, it flickers, but if you adjust the sprites, it'll look great in gray on an actual calc) No worries, I have an idea of how to make the masking work properly and quickly :) It involves copying 64 bytes to a buffer I am already using (cmdShadow) x.x

Offline tr1p1ea

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Re: OmniRPG - Coding
« Reply #129 on: December 12, 2012, 06:53:20 am »
Wow lol, looks really fast. When actual tiles are created and dithered properly it should look great (even the gs).

Top job as usual :).
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Offline Xeda112358

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Re: OmniRPG - Coding
« Reply #130 on: December 12, 2012, 07:15:21 am »
I was experiencing a chocolate high last night (I was really craving chocolate and I got some ^_^) and for whatever reason, I could program that map engine, but it took me about a half hour to figure out how to get the tiles in the right format (after I created the format of all things O_o) I think I am going to have to make an on-calc tile editor for animated tiles, because my syntax really warped my brain. On the other hand, 72 bytes for 8 frames is 8 bytes less than it would have been :) With the method I have, each tile is represented by 3 bytes, then you have all the sprites that take 8 bytes each (for now, it will be 16 later when I add masks). Anywho, I have to go to my final, g'bye :D

Offline TIfanx1999

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Re: OmniRPG - Coding
« Reply #131 on: December 12, 2012, 07:43:09 am »
Awesome work Xeda! :D Good luck on your final!

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #132 on: December 12, 2012, 08:07:52 am »
With my engine, each animation is 1 byte + 8 bytes per frame (I'll post screen+code in 2 hours).

Also Xeda, how big is your engine ?

Offline Matrefeytontias

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Re: OmniRPG - Coding
« Reply #133 on: December 12, 2012, 09:57:21 am »
Up,

Here's the promised screenshot + code :



Quote from: Axe
.AXESMTH
[3C4281818181423CPic1TILE
[003C424242423C00
[0000182424180000
[0000001818000000
[3C7EFFFFFFFF7E3C
[0000183C3C180000
[0000001818000000
[0000000000000000

Data(0,4,7,8)GDB1OFST
Buff(384)GDB1MAP
3D-3AHVS-1
For(384)
+1r1
rand^3{r1+GDB1MAP
r1
End

While 1
~1
For(10)
+1r2
~1
For(14)
Pt-On(+1r1-1*8-(H and 7),r2-1*8-(V and 7),{{VAsm(CB2DCB2DCB2D)+r2*8*3+r1+(HAsm(CB2DCB2DCB2D))+GDB1MAP}+GDB1OFSTr3}+(B^({r3+1}-{r3}))*8+Pic1TILE
r1
End
r2
End

DispGraphClrDraw
getKey(1)-getKey(4)*2+VAsm(E5)≥≥0?Asm(E1)V,Asm(E1)
getKey(3)-getKey(2)*2+HAsm(E5)≥≥0?Asm(E1)H,Asm(E1)
A++Asm(CB2DCB2D)B
EndIf getKey(15)


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Offline stevon8ter

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Re: OmniRPG - Coding
« Reply #134 on: December 12, 2012, 09:59:30 am »
Wow that's a long pt-on :o i like your and Xeda's

work on it together and make it even greater xD
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