Author Topic: [C] F-Zero : trackSpire  (Read 61084 times)

0 Members and 8 Guests are viewing this topic.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [C] F-Zero : trackSpire
« Reply #120 on: January 18, 2014, 05:27:30 am »
You can't use a program to automatically convert original maps to TrackSpire format, because I use a very limited number of tiles to make coding easier (16 actually, instead of 256 originally). So everything has to be done by hand.
« Last Edit: January 18, 2014, 05:27:51 am by Matrefeytontias »

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #121 on: January 18, 2014, 05:52:20 am »
Maybe the converter could include some sort of table that would assign a tile among the 16 ones you support to every 256 original tiles ?
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Keoni29

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2466
  • Rating: +291/-16
    • View Profile
    • My electronics projects at 8times8
Re: [C] F-Zero : trackSpire
« Reply #122 on: January 18, 2014, 05:54:46 am »
Can you animate the vehicle's floating animation as well as the afterburners?
If you like my work: why not give me an internet?








Offline deeph

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 138
  • Rating: +6/-0
    • View Profile
    • deeph.servhome.org
Re: [C] F-Zero : trackSpire
« Reply #123 on: January 18, 2014, 05:59:00 am »
Ok but why adding much more tiles would make it harder to code ? You could just check the tile on which is the player and compare it to a list of "walkable tiles" (or "non-walkable" if they are fewer), and then check if it's a special tile (acceleration, brake, finish line...).
« Last Edit: January 18, 2014, 05:59:29 am by deeph »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [C] F-Zero : trackSpire
« Reply #124 on: January 18, 2014, 06:08:48 am »
Maybe the converter could include some sort of table that would assign a tile among the 16 ones you support to every 256 original tiles ?
Rather the contrary I think :P assign several of the 256 tiles to one if the 16 tiles. And I don't do that because I've never found any real aligned map nor the real tileset.

Can you animate the vehicle's floating animation as well as the afterburners?
Yep, that's planned.

Ok but why adding much more tiles would make it harder to code ? You could just check the tile on which is the player and compare it to a list of "walkable tiles" (or "non-walkable" if they are fewer), and then check if it's a special tile (acceleration, brake, finish line...).

It's mainly because I'm lazy to draw them and that it would be very complicated to make a map on my editor with many many tiles.
« Last Edit: January 18, 2014, 06:10:57 am by Matrefeytontias »

Offline deeph

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 138
  • Rating: +6/-0
    • View Profile
    • deeph.servhome.org
Re: [C] F-Zero : trackSpire
« Reply #125 on: January 18, 2014, 06:37:43 am »
Rather the contrary I think :P assign several of the 256 tiles to one if the 16 tiles. And I don't do that because I've never found any real aligned map nor the real tileset.

I can do that but there will be some things useless after the conversion, for example originally the borders of the tracks are made of 4 tiles... And by the way, the original tileset is already included with the converter and the maps are available here : http://www.snesmaps.com/maps/F-Zero/F-ZeroMapSelect.html .

It's mainly because I'm lazy to draw them and that it would be very complicated to make a map on my editor with many many tiles.

How that "draw them" ? Just use the ripped ones. And for the editor, I guess you can sort the tiles etc...

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [C] F-Zero : trackSpire
« Reply #126 on: January 18, 2014, 06:40:39 am »
Rather the contrary I think :P assign several of the 256 tiles to one if the 16 tiles. And I don't do that because I've never found any real aligned map nor the real tileset.

I can do that but there will be some things useless after the conversion, for example originally the borders of the tracks are made of 4 tiles... And by the way, the original tileset is already included with the converter and the maps are available here : http://www.snesmaps.com/maps/F-Zero/F-ZeroMapSelect.html .
I use them, but I meant, they are not perfectly aligned (IIRC their size isn't even a multiple of 8 ).

If you feel like doing a converter, well, please do, it'll help me a lot. The format is just a plain tilemap with no header.
« Last Edit: January 18, 2014, 06:41:18 am by Matrefeytontias »

Offline nikitouzz

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 215
  • Rating: +22/-1
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #127 on: January 18, 2014, 06:58:05 am »
En faite il y a un truc qui ne va pas dans ton programme c'est l'angle de vu du terrain qui n'est pas assez haut et trop penché !

I can't say this in english sorry !
mes records personels :

2x2x2 : 2.18 secondes / 2x2x2 une main : 21.15 secondes / 2x2x2 yeux bandés : 47.59
3x3x3 : 5.97 secondes / 3x3x3 une main : 49.86 secondes
4x4x4 : 1.49 minutes / 4x4x4 une main : 6.50 minutes
5x5x5 : 4.10 minutes / 5x5x5 une main : 18.02 minutes
6x6x6 : 8.10 minutes
7x7x7 : 16.03 minutes
9x9x9 : 58.26 minutes

megaminx : 5.59 minutes / pyraminx : 7.91 secondes / square-one : 1.07 minutes

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #128 on: January 18, 2014, 06:59:21 am »
Maybe the converter could include some sort of table that would assign a tile among the 16 ones you support to every 256 original tiles ?
Rather the contrary I think :P assign several of the 256 tiles to one if the 16 tiles.
Well that's the same as what I said: to each of the 256, you assign one of the 16. I just thought it was more logical that way because you basically needed a LUT but assigning several tiles to one can't be done with a LUT.

And I don't do that because I've never found any real aligned map nor the real tileset.
Ah yeah, that's more of a problem :P.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline deeph

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 138
  • Rating: +6/-0
    • View Profile
    • deeph.servhome.org
Re: [C] F-Zero : trackSpire
« Reply #129 on: January 18, 2014, 06:59:36 am »
They are aligned (http://www.snesmaps.com/maps/F-Zero/F-ZeroMap01MuteCity1.html : 6880*3488).

If you don't plan adding more tiles then I just need your current tileset for the converter.