Author Topic: The Chosen One  (Read 51011 times)

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katmaster

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The Chosen One
« Reply #120 on: December 15, 2005, 06:49:00 pm »
Yeah, looks great!!!  

tenniskid493

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The Chosen One
« Reply #121 on: December 16, 2005, 12:55:00 am »
More tiles will be coming later.  And I mean a lot more tiles.  The original game had over 3000 different tiles.  I'm planning to have around 500 maybe.

@xlibman:  everytime I try it gives me a transmission error.

Offline DJ Omnimaga

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The Chosen One
« Reply #122 on: December 16, 2005, 09:40:00 am »
did u got the recent version of PTI? Maybe your ROM is corrupted or the save files. I would suggest deleting the .pti and .conf file as well as the ROM and retry again with new files

dragon__lance

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« Reply #123 on: December 16, 2005, 10:33:00 am »
QuoteBegin-tenniskid493+15 December 2005, 19:57-->
QUOTE (tenniskid493 @ 15 December 2005, 19:57)
@Spellshper:  Thanx, I'll try that.

@dragon_lance:  I use TilEm for testing purposes and it does work great, but I need one to make animated screenshots with.  TilEm doesn't allow animated screenshots, only still ones.

I did figure out a way to make animated ones but it requires a lot of work and a ton of time!!! (taking a bunch of stills and animating them together)  

 u can use calc capture, it can be found on ticalc.org  :)smile.gif

tenniskid493

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The Chosen One
« Reply #124 on: December 17, 2005, 02:29:00 pm »
Right now I'm struggling making sprites for the overworld.  I have the grass and dirt paths thanx to necro, but I need some for mtns. and trees.  They have to be zoomed out versions like in goldensun.  Any help would be greatly appreciated as I'm horrible at making very small sprites.  I can't decide whether to make sprites very close to the orig. game or make totally new ones.  If I made them like goldensun, I'd prob. need 3 sheets just for overworld sprites so I was thinking of making some with out tons of curves and diagonals like in the original game.

dragon__lance

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The Chosen One
« Reply #125 on: December 17, 2005, 04:39:00 pm »
hmmmm,i say stick with golden sun graphics. don't worry about sprite sheet space, as new xlib should have 16-bit indexing which means unlimited tiles :Dbiggrin.gif (supposebly)

dysfunction

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« Reply #126 on: December 18, 2005, 05:14:00 am »
Really, we're not going to be limited by 256 tiles anymore? That's excellent. Anyways, even without that, you could simply switch the sprite data pics when you enter a new area with different tiles.

tenniskid493

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« Reply #127 on: December 18, 2005, 01:01:00 pm »
Thats what I'm going to do.  I use Pic 0 as the pic for active sprites, and then when I switch between overworld, town, cave, and temple, it copies those sprites into pic 0.

Does xLib work where if you have the pic set at 0 in the real( statement but put in a number over that pic, does it go on to the next pic???

Offline DJ Omnimaga

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« Reply #128 on: December 18, 2005, 01:10:00 pm »
Reuben did that too. I dunno if the new xlib still go to next pic when displaying sprites outside the current one tho. I remember xlib 0.5 had this feature

Offline necro

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« Reply #129 on: December 18, 2005, 01:12:00 pm »
yes...curently only 256 tiles worth (2 full and some of a 3rd picture)
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dysfunction

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« Reply #130 on: December 18, 2005, 06:34:00 pm »
The current xlib supports 256 tiles, but I heard that the new version will support 16-bit indexing, which I assume means 65536 tiles??

katmaster

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« Reply #131 on: December 18, 2005, 06:49:00 pm »
65536 tiles!? O_Oshocked2.gif Well, thats one thing we never have to worry about again :)smile.gif

Offline DJ Omnimaga

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The Chosen One
« Reply #132 on: December 19, 2005, 03:48:00 am »
OMG O_Oshocked2.gif lol now we can have 40 frames animated movies as background image in scrolling maps j/k


I still hope tr1p1ea plan to release that new version to public I havent seen him on #tcpa for 5-6 days and normally he comes online almost everyday during week. If he doesnt release it to ticalc.org I'll ask him if I can add it in the archives here. That would also prevent 1000 people from asking me the latest version of xLIB via email

dysfunction

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« Reply #133 on: December 19, 2005, 05:55:00 am »
This is just what I heard on the xlib topic at MC, I think it was necro who said this.

Offline necro

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« Reply #134 on: December 20, 2005, 04:41:00 pm »
tr1ea confirmed it quite a while ago, and again recently.  He apearently is hammering out the bug in the memory functions
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