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Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: December 10, 2012, 10:57:18 am »
Here are yeong's pictures converted:
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1366
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: December 10, 2012, 10:57:18 am »
Here are yeong's pictures converted:
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 10:36:40 am »
Yours has the benefit of being much smaller, though. My engine on its own is 646 bytes, almost 150 bytes bigger than yours o.o
EDIT: As an update, I just removed 24 more bytes of code from the left/right shifting. The only impact the code had was to remove 5056 t-states for each pixel shifted left/right (saving about .006741333... seconds at 6MHz, every time the map scrolls 8 pixels >.>) 1368
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 10:29:46 am »
No, it is faster because it only updates the LCD every two pixels that are scrolled instead of each pixel (the LCD updating is a major bottleneck for speed).
Now, if I did 4 pixels at a time, I could completely rewrite the left/right scrolling codes to be very fast, but then it would look choppy >.> 1369
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 10:23:52 am »
@stevon8ter: That is smoothscrolling >.> I should post an example of "hard" scrolling at some point.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 10:22:28 am »
No, the second is at 6MHz. 15MHz looks like this:
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 10:08:08 am »
I updated my post with another screenie scrolling at two pixels at a time. Now comes the next step-- animated tiles
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 09:59:08 am »
I modified mine, but it is not nearly as impressive as that o.o Without the tilemap built in, mine is the size of an OS picvar (767 bytes). On the plus side, to shift the map and player position you can do:
sub(SML) (Shift Map Left) sub(SMR) (Shift Map Right) sub(SMU) (Shift Map Up) sub(SMD) (Shift Map Down) I also need to optimise the left/right shifting. Since I am going by 8 pixels, I don't need some of the old code for boundary checking. Also, this updates the LCD every pixel it shifts (instead of every 2). The map size is stored in W and H, respectively, allowing for variable sized maps. Scrolling left/right gets 60FPS and scrolling up/down gets 70FPS and it is quite noticeable, the speed difference. EDIT: I tried scrolling two pixels at a time, too. 1373
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 08:45:19 am »
Wow, that is awesome o.o
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Battle Engine Discussion« on: December 10, 2012, 08:28:15 am »
I realised I never voted, now it is tied >.>
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 08:18:52 am »+ collision detection is way easier and smaller...Yes, this is definitely the next important thing that will need to be figured out after the map engine is made. In my experience, it is always easiest to have walkable tiles as the first tiles in the set. 1376
Other Calc-Related Projects and Ideas / Re: OmniRPG - Battle Engine Discussion« on: December 10, 2012, 08:16:30 am »I haven't played Pokemon mystery dungeon, but I checked it out on Youtube. The battle system it uses looks pretty good. I defintely think we could use something similar. I may have to find a copy and check out the battle system further.Yes, "research" might be something I need to partake in as well >.> I like the idea of having a turn-based system because, as has been mentioned, it allows for really cool graphics in battle. 1377
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000« on: December 10, 2012, 07:25:12 am »
Yeah, that is one of the things I have to fix. When I finished adding in the blacksmith, I forgot to set Str1 back to the player name.
In other news, I have tomorrow and the following two days where I either have finals or work, then I have until the 20th to finish this up I don't think it will be finished, but I'll still submit it. 1378
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 10, 2012, 07:22:51 am »
Precisely, and if we went that route, coding would be much easier, with a lot less error checking. I found out my first final doesn't start until tomorrow, so I will try to get to writing up a better engine
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TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000« on: December 09, 2012, 10:30:48 pm »
Yay, another update The blacksmith now is completely functioning. Before she would tell you what materials were needed and how much it would cost you, (and if you didn't have enough of something, there was a line struck through it). However, there was no way to actually obtain the item. Now, the blacksmith will take the money and material, work on it, then when the item is done, you can pick it back up (different items will take a different amounts of time to make) Time is measured in steps, by the way, not by a clock. In the original version, I used the built in clock on the 84+, but I know now that the 83+/SE doesn't have a clock .
Anyways, when you get your first weapon or some other equipment, an option will be available at the stats screen to change your equipment. You will be told what stats are affected, if any (Gold Dagger, for example, increases your base magic strength by 10 points). Also, I know have the built in sprite editor so that users can edit their sprites from the Miscellaneous menu. Oh, and because there are now two 16x16 sprites being drawn, I got rid of the BASIC routine and I am now using a small assembly opcode. Needless to say, sprites are drawn much more quickly now Now that I am using so many assembly routines, I won't feel so bad about using a List→String assembly program to make saving much faster. I won't have to fret about the speed anymore and I can focus on the storyline I'm pretty sure that I am forgetting something, but I hope this is a solid update! Oh, the program is now getting close to 11000 bytes On the plus side, I can't wait to abuse the assembly programs I have, now. I mean, I can now use the 16x16 sprite drawer to make tilemaps o.o I won't, though Maybe I will use it for spell animations. 1380
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: December 09, 2012, 09:09:40 pm »
I was working on a separate engine to handle animated sprites Also, if I have it so that it smoothscrolls 8 pixels at a time, I can get rid of the difficult parts of the tilemap engine. (Basically, if you move left, it will scroll in 8 times, kind of like how Pokémon does it).
@tr1p1ea: For the animated tiles, I was thinking of having a format like this: Code: [Select] Tileset: Then, a copy of the current map (I called it MapShadow), will be scanned every time through the loop. Each byte will point to a tile in the tileset, the byte will be replaced by the byte it evolves into (I'm thinking in terms of cellular automata) and if a specific bit is set in the TileInfo field, the LCD will be updated using the data and TilePointer.This will make it very easy to have tiles animated at different speeds, without keeping a timer for each tile. It will also allow for arbitrary speeds, like some tiles could move every frame and others could move every 3 or 5 frames. It will also mean that you can keep a low number of base tiles for the actual map data (like 16, for nibble packing), but still use 256 tiles in all (or more). |
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