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Messages - Runer112

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2101
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 28, 2010, 06:11:50 pm »
http://www.kousougames.com/sprites.php?show=LA%20Graphics%20Dump

I found this a while ago and bookmarked it, because I knew this would be extremely helpful for all matters graphics. In there is every single piece of graphical data from Link's Awakening. I'm probably not going to take the same graphics data storage approach as the original game did, because that's a complete mess, but all the graphics are there. The second and third images contain all the sprites of Link. @EVERYONE: Feel free to do as few or as many as you want. I managed all the overground map tiles myself, but those could (for the most part) be easily scaled down and still look decent. For me at least, people/creatures are always very difficult to scale down while retaining quality. I tried working on Link for like half an hour and then gave up. :-\

I'll be making sure to give proper credit in any public versions I release to the person who completed that graphics dump and anyone who wants to help me out.

This is a pretty fun project, with any luck I might be able to go all the way with it. Perhaps I should start a topic designated for it?

2102
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 28, 2010, 01:40:54 pm »
Oh wow, this is going to make things so much easier.

For a while now I've been asking myself how I'm going to draw all the foreground people/enemies/items etc. in 4-color grayscale with transparency for this Link's Awakening thing. Quigibo's new routine would have worked wonders, if only LA was a 3-color grayscale game.

I decided I'd start with the basics, just getting Link displayed. I was starting the process of converting all his sprites to 8x8, and a bit through the first sprite I noticed it was kind of funny that there were no dark gray pixels in this sprite. And then the next sprite lacked dark gray too. And the next. And the next.

I said to myself, "Wait a second. Why is the area around Link in these sprites dark gray?" *Thinks for a moment...* HUZZAH!! EVERY SINGLE FOREGROUND SPRITE IN LINK'S AWAKENING USES DARK GRAY NOT AS A COLOR BUT AS TRANSPARENCY! It's amazing I never even noticed that during the hours I must have played it. I was thinking all sorts of crazy thoughts like a third foreground transparency buffer and weird stuff, but now this will be so much simpler. :) Well, at least if I can complete the momentous task of converting all the foreground sprites, which are much more specific and detailed than background sprites, to 8x8 from 16x16. I may want to add back dark gray as a color into the palette just so the sprites convert decently, but I'll try using the 3-color palette first. If any good spriters want to help me out a bit, I'd be eternally grateful.

2103
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 27, 2010, 11:27:31 pm »
Oh right, now that you mention it I do remember hearing about that. I think there's a sample video of two of it on youtube. Oh well, I'll resume work anyways, it will be a challenging and fun project. Plus if I actually get it somewhat working, it would make a great Axe parser contest entry. ;)

2104
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 27, 2010, 09:33:39 pm »
Runer, are you trying to compete with Spencer or are you submitting that for the contest?

Who is Spencer?  ???

2105
The Axe Parser Project / Re: Features Wishlist
« on: July 27, 2010, 05:19:50 am »
Yay! :D I wouldn't worry too much about ClrDraw or DrawInv, as those can be done pretty easily and quickly anyways.

2106
The Axe Parser Project / Re: Features Wishlist
« on: July 27, 2010, 03:39:10 am »
By the way, the reason I can't draw the circle or line to the backbuffer is that the routines are hardwired into the primary buffer and are not possible hijack like my other routines.  For instance, the sprite drawing routine defines what buffer it will draw to in the very beginning of the routine so all I have to do is define a different buffer before calling it and then call the routine a little further down than it's normally called, skipping the part about the regular buffer, to hijack it with the new buffer.  This isn't possible with the circle or line since the buffer is defined in the middle.  I would have to write entirely separate routines since they can't share and it would inflate the code.

Ah ha! I found it! I knew you posted something like this a while ago. It sounds like drawing sprites to an arbitrary buffer would be a pretty quick feature to implement  ;)

2107
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 27, 2010, 03:23:42 am »
(I realize this is technically a double post, but my last one was getting pretty full and was made a day ago, so I'm just making a new post.)

Well, I managed to finally get tilemap compression completely working. What used to be 40998 bytes of overworld tilemap data is now 18792! I can't tell exactly how long it takes to decompress the tilemap for each new area, but it's quite fast. Even without any DispGraphrr's activating during the decompression, the freeze is only slightly noticeable, so I only needed DispGraphrr to activate once or twice during the decompression. Most of the wait time when loading a new zone occurs while my super inefficient and super slow sprite routine draws the background sprites to arbitrary buffers (Hint hint, feature request *pokes Quigibo*). These backup buffers are needed so after drawing sprites on top of the background and the screen is updated, the sprites can be quickly erased and the background restored by just copying these backup buffers to the real ones.

2108
The Axe Parser Project / Re: Bug Reports
« on: July 26, 2010, 10:41:50 pm »
So, any luck with my hexadecimal parsing problem Quigibo?

2109
The Axe Parser Project / Re: Axe Parser
« on: July 26, 2010, 09:28:38 pm »
Another quick question: When using GetCalc() to designate space for an appvar, does GetCalc() automatically set all the designated bytes to 0? Or do I have to do that myself with Fill()? And while I'm on the topic of Fill(), the proper way to fill X bytes with a value is Fill(Value→{Pointer},X-1), right?

2110
The Axe Parser Project / Re: Axe Parser
« on: July 26, 2010, 01:29:35 pm »
Quick question: can files like Y0-Y9 be reused in a program?

2111
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 26, 2010, 03:34:28 am »
Holy crap!
Is that the entire map of Hyrule?! o.o

Indeed it is.

Nice Runer. You've obviously put some time in on this!

Took me about 2 weeks to convert sprites into 8x8. And those are just the overworld, outdoor, map tiles.

Its absolutely amazing!  There is a lot of detail there.  Can't wait to see what you do with this.

I'm wondering why it seems so flickery in the screenshot though.  Is it just the emulation, or is it the drawing of a lot of sprites between every redraw that's slowing it down?  If the latter, you can save the screen to a buffer so you don't have to redraw the screen every frame.

The flickering is just the screenshot, it looks great on a real calc. And no, it doesn't draw the background every frame, hence me asking in the feature request topic for sprite drawing to arbitrary buffers, as I have two extra buffers for the background. As of now have to use a subroutine for drawing sprites to an arbitrary buffer that I made myself, which is neither small nor fast. Drawing one 10x8 background takes almost half a second.

Tomorrow I'll probably try to work on a bit of map compression. As of now I have 318 tiles, so with no compression each unit in the tilemap has to be 2 bytes, resulting 40960 total bytes of map data. If I can chop that down to 10 bits per tile (I expect the total tile count to exceed 512 by the end, with animated, indoor, and dungeon tiles) and add RLE, I figure I can get it down to at least half of that. Then I'll re-sprite the indoor and dungeon areas to 8x8, which will probably take a while, get the dungeon map data all working and compressed, and with any luck all the tile and tilemap data will only be about 50K, hopefully leaving enough room for this to be a TI-83+ game.

2112
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: July 26, 2010, 02:36:29 am »
Not bad, amirite? I was waiting forever for reading from archive to come out to do this. ;D

2113
The Axe Parser Project / Re: Bug Reports
« on: July 26, 2010, 01:57:02 am »
When parsing large amounts of hexadecimal data, a few bytes are incorrectly parsed as zeros instead of whatever value the source dictated they should be. This error did not exist in earlier versions of Axe.

2114
The Axe Parser Project / Re: Axe Parser
« on: July 26, 2010, 12:14:19 am »
I'm having trouble with reading from archive... The following code, when the program I'm trying to read from is out of archive, verifies that the data is in fact in the program:

Code: [Select]
.A
"prgmZIMG"→Str1
Disp GetCalc(Str1)→θ▸Dec
Pause 2500
For(A,0,63)
Disp i
Disp A▸Dec
Disp {A+θ}▸Dec
Pause 500
End

However, when I archive the program I'm trying to read data from and run the following code, the first display is nonzero, suggesting that it successfully located the data, but every byte read equals 65 (decimal).

Code: [Select]
.A
"prgmZIMG"→Str1
Disp GetCalc(Str1,Y₁)▸Dec
Pause 2500
For(A,0,63)
Disp i
Disp A▸Dec
Disp {A+Y₁}▸Dec
Pause 500
End

Any ideas what's going on here? Am I doing something wrong or is Axe doing something wrong?

2115
The Axe Parser Project / Re: Features Wishlist
« on: July 25, 2010, 11:26:13 pm »
@Runer: What you just said is an action in Axe. Look through the documentation again. You'll see it.
If not, the command is EXP->DispGraph.

@_player: Oh. Okay. You want Axe to have a hook so that you can compile quickly. I like.

Drawing sprites to an arbitrary buffer, not drawing an arbitrary buffer to the screen.

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