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Hayelia can you pm me the save state code you use for this project? If I use it you will get credit
Quote from: Hayleia on March 18, 2013, 03:14:09 amWell restarting all in ASM would be quite hard o.oNot as easy as doing it in Axe, but you could still ask for help (and asm isn't that hard, specially since we have awesome tools like spasm/Wabbitemu/TilEm/etc...). But it's as you want, I just wanted to show you that technically Pokémon Topaze could fit into 27ko or less
Well restarting all in ASM would be quite hard o.o
Another option for maps that gives you much more flexibility is using brushes. Each tile can take up the same size or you can create a table (i don't know how you'd do this in Axe):.db 1,1,1,1,1,1.db 1,1,0,1,1,1.db 1,1,1,0,1,1.db 1,2,2,2,1,1.dw tile0addr.dw tile1addr.dw tile2addr;first byte (.db) = list of actions:;bit 0: passable;bit 1: reduce random battle counter (things like grass or cave floors);bit 2: 2nd action (when you press 2nd some action pops up);bit 3: walking action (when you stop on a tile: doors, teleporters, etc);bit 4: ;bit 5: [whatever else you want];bit 6: ;bit 7: ;second byte = sprite number;third byte+ (optional) = extra data (action number, text address, etc.)tile0addr:.db %00000001 ;not passable.db 0tile1addr:.db %00000100 ;passable.db 1.db 0 ;we'll say action 0 = display some text.dw texttile2addr:.db %00000010 ;passable, reduce random battle counter.db 2EDIT: This way you can also reuse tilesprites for many different tiles and give them different actions/properties.
1 1 1 11 0 0 01 0 2 01 0 0 0
you can use the same sprite twice instead of creating a new one.
Glad to see a release on Omni/ticalc . I have to try it when I have some time, though, because I didn,t have any recently. >.<This is definitively gonna be featured on Omni if it wasn't already.