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Messages - Ranman
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1006
« on: February 02, 2006, 05:44:00 pm »
QuoteBegin-spengo+2 February 2006, 23:31 --> QUOTE (spengo @ 2 February 2006, 23:31) | Nah, if you walk off the edge it should just assume you want to go back to the regular overworld. Extra ok boxes might be annoying. |
I agree. THE POST
1007
« on: February 02, 2006, 04:48:00 pm »
QuoteBegin-spengo+2 February 2006, 22:30 --> QUOTE (spengo @ 2 February 2006, 22:30) | So, kinda like the sonic game for the 68k calcs where the level is made up of a few different sections that it has to load for half a second when you hit the edge so you can continue? (really annoying on some loops) |
Yes & no...
While you are in a world map... you never have to stop to load a section of it. The entire 64Kb map is in RAM. The original Ultima V had to load a new section of map everytime you walked 16 steps. Now, that was a pain in the butt. I did not want that in this version.
To enter a town, you need to stand directly on top of it and choose the "Enter" menu item. Then, it loads the town map. Town maps are 32x32 tiles. They are a zoomed in view of the world. Even time moves slower while you are in a town. So, in a sense, it makes good sense to "stop" for a second while everything readjusts. This is a non-real-time RPG, not an action game which needs to have smooth action.
Currently, to exit a town map you just walk off the edge of the town map. In the original, it asked "Exit to Britannia?". I don't know if I will put that in. What do you think?
THE POST
1008
« on: February 02, 2006, 03:40:00 pm »
QuoteBegin-spengo+31 January 2006, 19:17 --> QUOTE (spengo @ 31 January 2006, 19:17) | No, it decompresses before you play right? It's just so it stores smaller and takes less flash mem. |
You are pretty close... It works like this:
I have a 64Kb buffer in RAM. I use this buffer to decompress all maps and NPC data. So, everytime I enter a map (except combat maps), I have to load and decompress the new map data.
For example: if I am in the world map "Britannia" and enter the town "Trinsic", then I have to load and decompress the town map into the RAM buffer. This effectively replaces the world map -- since they utilize the same RAM buffer. So, when I exit the town, I have to reload and re-decompress the world map. It only takes about one second to decompress that map data; but it is a BIG savings on flash memory.
I have 2 world map files -- each 64Kb decompressed
I have 1 dungeon map file -- about 45Kb decompressed. It contains 8 dungeons; each dungeon has 8 levels. And, 112 special combat maps.
I have 4 town map files -- ranging from 40Kb to 60Kb decompressed. Each town map contains 16 maps that are each 32x32 tiles; and all of the NPC locations, schedules, and talking scripts associated with these maps.
They all use the same RAM buffer for decompression.
I also have 16 standard combat maps and shrine maps, but they are not compressed and reside in flash memory. They can be accessed directly at anytime -- in towns, in the world map, in a dungeon... etc.
Whew... That was alot of typing! THE POST
1009
« on: January 31, 2006, 05:30:00 pm »
QuoteBegin-tenniskid493+31 January 2006, 16:48--> QUOTE (tenniskid493 @ 31 January 2006, 16:48) | i voted wrong. I meant to click on dark but clicked on IPB 1.3 instead. |
Me too! I thought I was voting for PHPBB Subsilver... Instead, I voted for Blue-Gray.
1010
« on: January 31, 2006, 05:22:00 pm »
Women... Can't live with 'em... Can't live without 'em Hang in there Fred! This is simply not fair. I went through a similar situation when I was in high school. I think this is a fairly common part of getting older. It is normal to spend some time grieving. This grieving will build you up and strengthen your character. You will become a better person because of this -- isn't that ironic? You have a lot of friends that care about you -- focus on them. It sounds like this girl is missing out on a fine young man -- you! :thumb:
1011
« on: January 30, 2006, 11:31:00 pm »
QuoteBegin-spengo+31 January 2006, 1:26 --> QUOTE (spengo @ 31 January 2006, 1:26) | Second- the ttpack thing, is it better than the pre-os packing thing? |
I'm not sure... that is a good question to ask... I just don't know the answer (does anyone else know?). : : TTPack works really well for Ultima. My overworld and underworld maps are both 256x256 tiles maps (64Kb each)... and TTPack compresses them down to 12.5Kb. Nearly a 75% compression ratio... that is pretty darn good! O_O This post has been edited by Ranman on 31 Jan, 2006, 5:32 THE POST
1012
« on: January 29, 2006, 03:05:00 pm »
QuoteBegin-Liazon+29 January 2006, 19:50 --> QUOTE (Liazon @ 29 January 2006, 19:50) | How is that done? I mean how do you compress data? |
You can get TIGCC Tools Suite. In it there is a program called TTPack.exe. Use this program to compress your data files. And, in the Extgraph library, there is a function called ttunpack_decompress() that will decompress files at runtime... Cool. B) edit: Once you compress your data file, you need to convert it to TI file format using TTBin2Oth.exe or it is also called tovar.exe. QuoteBegin --> QUOTE | and is it possible to have a separate program for data storage? |
Yes. In fact, this is the preferred method for larger games. Ultima V uses external files extensively.
This post has been edited by Ranman on 29 Jan, 2006, 21:10 THE POST
1013
« on: January 29, 2006, 12:46:00 pm »
QuoteBegin-xlibman+29 January 2006, 18:29 --> QUOTE (xlibman @ 29 January 2006, 18:29) | cool, how big is it so far? |
Game engine = 51Kb Game data = 160Kb (compressed)
The game engine is what I need to be careful of, it cannot be greater than 64Kb.
BTW: Using Skull keys works now (10 items out of 40 can be used). Skull keys are used to unlock doors that are magically locked.
THE POST
1014
« on: January 29, 2006, 03:00:00 am »
Ultima V Update: I have been working on the 'Use' command lately. There are about 40 items to use in Ultima V. I have implemented 9 out of 40 so far. B) Also, I have been working on some memory optimizations. I was able to save an additional 3Kb of RAM. B) THE POST
1015
« on: January 28, 2006, 02:52:00 pm »
QuoteBegin-Spellshaper+28 January 2006, 14:5--> QUOTE (Spellshaper @ 28 January 2006, 14:50) | nice... |
Ditto
1016
« on: January 28, 2006, 03:52:00 am »
QuoteBegin-Spellshaper+28 January 2006, 8:21--> QUOTE (Spellshaper @ 28 January 2006, 8:21) | *Spellshaper thinks it
1017
« on: January 27, 2006, 09:20:00 am »
QuoteBegin-tifreak8x+27 January 2006, 15:06--> QUOTE (tifreak8x @ 27 January 2006, 15:06) | lol, Any of you here watch the old star trek shows, with Captain Kirk? Remember how he used to be hitting on all the pretty ensigns, and what not? Yeah, that was what mine was about... Good times... |
The original Star Trek is still the best.
1018
« on: January 27, 2006, 07:52:00 am »
Uhhh... I don't know if I would be able to read that in front of the class. O_O How did you keep a straight face? : : That was much easier to read than you Senior reflective essay.
1019
« on: January 27, 2006, 03:08:00 am »
QuoteBegin-saubue+27 January 2006, 8:57--> QUOTE (saubue @ 27 January 2006, 8:57) | Yeah! Third place for PowerComPress! (And congrats to all other programs that were participating, of course) |
Congrats Saubue! Third place is nothing to be ashamed of. Hey... At least 8 people voted for Astrosmash. Not too bad for a 25 year old video game. How is Lemmings coming along? I can hardly wait :woot:
1020
« on: January 26, 2006, 12:27:00 pm »
QuoteBegin-Liazon+26 January 2006, 16:07--> QUOTE (Liazon @ 26 January 2006, 16:07) | Can the _R ones be used interchangeably? or can I only input values of the "register short type?" hehe, must be the register part that is confusing me. |
Yes, they can be used interchangeably.
Don't worry too much about the 'register' keyword. It is basically a compiler implementation modifier that says "if a register is available, then use it". If a register is not available, then the compiler will choose what to do. Putting values directly into registers is just a bit faster. In your Extgraph API call above, it expressly states to put parameters you pass into registers D0, D1, and D2.
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