Author Topic: Reuben Quest Axe Remake  (Read 77983 times)

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Offline TIfanx1999

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Re: Reuben Quest Axe Remake
« Reply #300 on: April 22, 2014, 10:23:18 am »
Looking great Sorunome! :D

Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #301 on: April 22, 2014, 01:02:21 pm »
Ooh that looks even better now. I wonder if you could make the enemy flash like in the original (black layer xored) before he attacks so we know it's attacking?

Also I like the battle transition. I wonder if it would be possible in Axe to achieve the same as in the original? I have been wondering that too for xLIBC on the CSE because there seems to be no way it could be piossible on that calc lol if someone or myself did it. :P

Offline aeTIos

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Re: Reuben Quest Axe Remake
« Reply #302 on: April 22, 2014, 01:05:18 pm »
Not sure. But why don't you use new attack animations? I can design them for you :)
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Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #303 on: April 22, 2014, 01:06:48 pm »
I already suck at animations as it is :P
And getting the enemy to blink is no problem - i already programmed me a blinking function to let a certain area on the screen blink a certain amount of times :P

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Offline aeTIos

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Re: Reuben Quest Axe Remake
« Reply #304 on: April 22, 2014, 01:07:35 pm »
I can program them, too. :3
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Offline Streetwalrus

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Re: Reuben Quest Axe Remake
« Reply #305 on: April 22, 2014, 01:10:23 pm »
I read somewhere in the topic that you used to have an 8*9 Reuben sprite for the map. I can hack Axe's sprite routine in two seconds if you want so that you can use it because it looked better IMO. ;)

Offline DJ Omnimaga

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Re: Reuben Quest Axe Remake
« Reply #306 on: April 22, 2014, 01:11:10 pm »
Ah ok cool to hear. As for the screen blinking, if it isn't dependent on DispGraph then maybe it could be handy if you ever change the battle intro to look like the original. From what I remember, the screen grayscale basically turns black, then the screen content scrolls up, being XOR'ed every frame. Of course the bottom is erased faster than the rest of the content scrolls out.

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #307 on: April 22, 2014, 01:16:20 pm »
The issue with the 8*9 sprites is the masking of the additional pixel layer, it'd slow down my moving engine too much :/

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Offline Streetwalrus

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Re: Reuben Quest Axe Remake
« Reply #308 on: April 22, 2014, 01:22:01 pm »
The issue with the 8*9 sprites is the masking of the additional pixel layer, it'd slow down my moving engine too much :/
That's why I offered to mod the Axe routine. It will make it fast enough because that will make it display an actuall 8*9 sprite instead of two 8*8's. ;)

Offline Sorunome

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Re: Reuben Quest Axe Remake
« Reply #309 on: April 22, 2014, 01:23:00 pm »
what i did was displaying an 8*8 sprite and drawing some lines

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Offline Streetwalrus

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Re: Reuben Quest Axe Remake
« Reply #310 on: April 22, 2014, 01:24:34 pm »
Well, lines are slow. :P Unless you use HLine but that didn't exist back then.

Offline aeTIos

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Re: Reuben Quest Axe Remake
« Reply #311 on: April 22, 2014, 01:25:22 pm »
I read somewhere in the topic that you used to have an 8*9 Reuben sprite for the map. I can hack Axe's sprite routine in two seconds if you want so that you can use it because it looked better IMO. ;)
Do it anyways. I want to see this.
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Offline Streetwalrus

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Re: Reuben Quest Axe Remake
« Reply #312 on: April 22, 2014, 01:26:39 pm »
Yeah I'm gonna do it. It won't be slower than the 8*8 routine. Also, why do you even use masks if Reuben only walks on white ? And I need to know which command you use to draw him.

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Re: Reuben Quest Axe Remake
« Reply #313 on: April 22, 2014, 01:30:27 pm »
Would the extra routine require more code though? I think Sorunome is pretty limited in code space now.

Offline aeTIos

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Re: Reuben Quest Axe Remake
« Reply #314 on: April 22, 2014, 01:31:13 pm »
Dropping more data in appvars will help a lot.
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