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Grammer / Re: [RPG] 6th version of Herssahe
« on: September 23, 2013, 02:49:46 pm »
Hmm, that is weird, the only thing that pi9872 is used for is the default particle buffer.
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. 736
Grammer / Re: [RPG] 6th version of Herssahe« on: September 23, 2013, 02:49:46 pm »
Hmm, that is weird, the only thing that pi9872 is used for is the default particle buffer.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 16, 2013, 03:38:08 pm »
In Grammer, I use only one LCD updating routine and it does 2 level, 3 level, and 4 level grayscale because it is technically a 4-level gray routine, using different saturation levels of buffers. However, I think that if we use 3 level grayscale and monochrome as two options, then switching between them is as easy as turning the gray layer on or off and changing the frequency at which the LCD is updated. (Images look a lot better when going from 3 level to monochrome, in my opinion, as opposed to 4 level to monochrome.)
Again, from a graphics perspective, handling the menus might become a pain, but could be manageable. As well, twice the amount of drawing would have to be done, but that can probably be handled without too much of a slow down, even for 6MHz. My real concern is memory and how much of it will be needed. But all this can probably be figured out 738
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 16, 2013, 03:07:10 pm »
I think that for users that have 15MHz models, they should be able to toggle 15MHz/6MHz, and we could add in grayscale as an option to toggle. If we do 3-level grayscale, it will be a lot easier to make drawing routines that can be toggled between grayscale and b/w. However, I do think b/w is the best option and the most memory friendly. Scrolling a grayscale tilemap would be quite a bit slower (though I might save some speed by combining the LCD update and screen shifts).
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TI Z80 / Re: HexTok« on: September 16, 2013, 02:55:46 pm »
That is one of the many things I used it for, actually. I also used it for a text compression routine, but it was very slow for strings thousands of characters long (I later made an assembly version that does a much better job).
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Grammer / Re: [RPG] 6th version of Herssahe« on: September 16, 2013, 08:12:16 am »
Okay, thanks. It concerns me that that would happen. Maybe there is overlapping data or something.
What is the address of the grayscale buffer? 741
This was one of the first assembly programs I ever made and it was inspired by the HextToBin command of Celtic 3. It basically converts a string of hex digits into the binary data (represented as tokens in BASIC). I realised it might be easier for some programmers to use a tiny program like this versus an app
Also, I needed to link to a download of this 742
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 15, 2013, 06:14:01 pm »
The only problem I have is the last bullet. I feel like the attack animation should not be restricted to sprites. Instead, I think attacks should be subroutines so that we can make attacks that are customised for graphics and whatnot. For example, a thunderbolt animation might strike several places on the field before attacking a character. Using sprites for this would take a lot of memory, whereas using existing routines for lines and stuff would be a lot smaller.
EDIT: Otherwise, it looks good Maybe the last two bullets could get merged, then... 743
TI-Nspire / Re: TI-Nspire GB Emulator« on: September 15, 2013, 11:26:15 am »
I played Pokémon Gold and occasionally, the time actually went backwards. I found that if I corrupted the file a little (exiting in the middle of a save), the data would be fine, but there would be an option to reset the time (so I set it to 6:01 PM and that is how I figured out that time travels backwards). As well, opening certain menus or doing some other events appears to change the day. For example, opening the Pokégear and using left or right to go to the other options will move the day forward by 2 days (it is actually more like 9 days or more, but the net effect is two days and the week changes so you can do the lotto thing). It feels kind of like cheating to do this, but since there is no other way to actually change the time, it is needed for some parts of the game.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 15, 2013, 11:20:12 am »
Wow Matrefeytontias, that looks like it will be pretty cool! I can't wait to see some battle animations! o.o I already have ideas of what it will look like.
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Grammer / Re: [RPG] 6th version of Herssahe« on: September 14, 2013, 09:15:21 pm »
Wow, those are nice ideas!
but I'm stopped on a problemHave you figured out why, yet, or is this still a problem? 746
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 08:53:49 pm »
I would like to point out that regardless of the routine set used, a tilemap engine would still have to be written, and using vertically aligned buffers makes the code significantly smaller. If I converted it to use horizontally aligned buffers, the code size would increase. I also feel that we should be working toward keeping this at 6MHz and low size. I think that the whole battle engine, tilemap engine, and all of the other engines could easily fit on one app page, allowing the data to be external.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 11:58:54 am »
Ah, that is true. I have been optimising for speed, so currently, all of the 'duplicated' graphics routines take 979 bytes. It is doubling the graphics speed while keeping it running smoothly, too.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 11:28:52 am »Using two sets of routines doing the same thing with differently aligned buffers is a huge waste of space. You'll have either to make your tilemapper work with horizontal buffers and use Axe's graphical routines, or replace all Axe's graphical routines by yours with an axiom and all the project will only use your axiom to work with vertical buffers.So, does this mean that battles and stuff will happen on the tilemap? I thought they would occur on their own setting, allowing you to use horizontal buffers for battle and vertical buffers for displaying the tilemap. 749
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 11:06:05 am »The thing is that then, all Axe graphical commands will be unefficient with that method, and since Axe provides a fair lot of them ... You or anyone else (certainly not me, I can't do that) will have to rewrite from scratch all graphical routines the whole game would use to work with vertical buffers. I think that's an enormous time-eating taskI have line, circle, rectangle, pixel, sprite (clipped), tile, text, menu, LCD updating, grayscale, tilemap. Anything else? EDIT: Also, the battle engine itself could use horizontal buffers, too, so that pure Axe could be used. I could also make a routine to convert a vertical buffer to a horizontal buffer or vice versa, and I could make an LCD update that works with both types of buffers. 750
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 13, 2013, 12:48:39 pm »
Oh, the routines for all of the graphics in the app use a vertically aligned buffer, whereas Axe uses horizontally aligned. I do this for speed and memory, but this means that in order to draw text on the screen when the map is in view, or do any drawing on screen, you won't be able to use the Axe routines. This won't be the case for the battle engine stuff, though, unless you all would like to use vertically aligned buffers for battle animations and whatnot.
See this post above for a description of what vertically aligned buffers are. @Matrefeytontias and other assembly programmers: Using this method, drawing a tile is as easy as: Code: [Select] drawtile: As well, LCD updates are pretty small and gives you more time for things like grayscale.
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