Author Topic: The Massacre  (Read 20173 times)

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Fallen Ghost

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The Massacre
« Reply #75 on: May 17, 2007, 01:32:00 pm »
Oh, you were talking about width in bytes, not in bits. That answers my question!

Anyway, I'm interested in it cause I'll probably port it from 8*8 (all in bits dimensions) to a clipped 16*X version supporting less features but including special other specific things. But smooth-scroll will definitely be a nice option.

Oh, it would definitely be nice if I could get a link to Jim_e's tilemapper... I might even just copy parts to ram and such, to make it easier.

Offline Halifax

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« Reply #76 on: May 17, 2007, 03:30:00 pm »
I don't have a link because I forget where I got it from. It has been sitting on my HD for like 1 1/2 years or something. But anyways I am making an SMC and app-friendly version.

16*x would be awesome but I don't know I have been thinking about it. For a 16x16 or 16*x tilemap or anything to do with 16 in the style that Jim_e/Dwedit does it would take 3 buffers equal in size to the tilemap buffer. Which would mean 2 16x16 tiles would require 256 bytes which is pretty harsh just for two tiles.

I would try and think of a new method of tilemapping.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline Speler

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« Reply #77 on: May 17, 2007, 03:42:00 pm »
By the way, once school is over I'll finish making the titlescreen.

Fallen Ghost

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« Reply #78 on: May 17, 2007, 03:48:00 pm »
By 16*X I meant the size of things in bits. When it comes to sprite I say in bits, or if I specify in bytes, but most likely bits.

If you prefer, 16 bits wide*X bits high per tile (probably 14-16, what crappy numbers) and near 15-20 tiles max.

The total amount of tile in 1 map should be what, 128*64... 8192 bytes, but 4092 if we compress. lol, ok, maybe not.

No tilemapper for SC until I reduce map size.

But I still give you my help for the tilemapper.

If you have a copy of Jim's tilemapper on your computer, can you pm it to me? http://www.unitedti.org/index.php?showtopic=2370&view=findpost&p=91667

Offline Halifax

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« Reply #79 on: May 17, 2007, 04:06:00 pm »
Yeah I am talking about bits. And you can have 255 tiles. And a 16x16 tilemapper with 255 tiles would be.

255*256 = 65280 bytes. Which is very unusable, but 255 8x8 tiles would be

255*24 = 6120 bytes. So basically I could have 765 tiles that only take up one page and a little more(I won't have that many) And then I will be fine. So I think that is one reason I will stick with 8x8 because it is more versatile.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline Jon

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« Reply #80 on: May 17, 2007, 04:22:00 pm »
Halifax, you should get on IRC more often.

Offline Halifax

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« Reply #81 on: May 18, 2007, 10:51:00 am »
No time really I do all my work in school study halls or something like that. Otherwise I get home have basketball or guitar practice until like 6 then I have to do my homework which usually takes 2 hours since it is the end of the year. After that I really don't feel like doing anything so I go to sleep or stay up for an hour and then go to sleep. So basically I won't be on IRC until the summer.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline bfr

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« Reply #82 on: May 18, 2007, 11:10:00 am »
OK, somewhat understandable.

You could just do what I often do, and try to get on IRC Friday-Sunday.  ;)wink.gif

Offline Halifax

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« Reply #83 on: May 18, 2007, 05:07:00 pm »
I have been making full weekend trips to Virginia for the past two weeks to pick up cars from my brother and his girlfriend who are moving to Miami and we are going down this weekend again for the Pontiac. So I will stick to thr forums.
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline Halifax

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« Reply #84 on: May 20, 2007, 02:51:00 am »
It seems that I have run into a problem with this routine and it is p***ing me off very much. I will have to iron out some stuff with Fallen_Ghost and see if he can help. Oh well for all the people who want to write their own mods to Jim_e's tilemapper and can't understand can use this. It would be best if you copied this into a notepad so the comments turn out better.

c1-->
CODE
ec1
;This source is fully commented out so that even a total n00b could understand this.
;If any questions still arise =) then just email me: [email protected] for more info
;###################################################################################
;Fastcopy + Horizontal + Vertical Scrolling Tilemap by Jim e || Comment out like a n00b by Halifax
;Based on dwedit's mapper
;Messuptiles is 50% faster
;The mapper is 14% faster.
;Like it needed to be faster;)
;
;
;Input:
;
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline bfr

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« Reply #85 on: May 20, 2007, 04:01:00 am »
I've used this routine before.

Read the directions carefully.  

mapAdress:
 .dw addressOfMap

tilesAdress:
 .dw addressOfTiles

Note how Jim E. says (tilesAdress), not tilesAdress.  :)smile.gif

Liazon

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The Massacre
« Reply #86 on: May 20, 2007, 04:13:00 am »
for sure it's a pretty flexible routine since you can choose

1) where you want your screenbuffer to be
2.)which map to read
3.)what tileset to use
4.)how wide the map is

The only bad thing is that the number of tiles in the set is constant, so you'd waste time rotating nothing even if you have less tiles than your max.  probably could be fixed with a little SMC and multiplication :)smile.gif

Good Job

Offline Halifax

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« Reply #87 on: May 20, 2007, 08:04:00 am »
Yeah bfr you could do that or you could do it the way Jim_e showed it in his demo.

tilesAdress = saferam

...
ld hl,tileset
ld (tilesAdress),hl
There are 10 types of people in this world-- those that can read binary, and those that can't.

Offline bfr

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« Reply #88 on: May 20, 2007, 08:19:00 am »
So does that mean you got it working?

Fallen Ghost

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« Reply #89 on: May 25, 2007, 02:58:00 pm »
I've been on a bit of a break because of school recently, but I'll test it like it is now. (or I'll try).

Destructible tileset buffer means you need to ldir all your tileset from it's originial location or just a buffer equal in size?

Great, I'm a noob using tilemappers so I need a little course of how to use it. Then I'll debug.

1)what is the format for the tilemap? (not the tileset, I talk about the thing that represents each tile on the map) Is it 1 byte/tile? (I guess so, but just to be sure)

2)hell, what a brick to read. I love comments, but less would not be a big matter. I know it's better with complete sentences and all, but we aren't stupid neither. Oh and please, next time you show up code, do us a favour and separate your code of comments with at least 5-10 spaces (horizontally) so that semicolon isn't the next char after the instruction.

And it would be fun to differentiate routines of code continuations (like a big header of "now my code is multiplying, no more bit shifting, just additions" would be replaced by "[instruction].....;multiplications here")

But those are no debug logs, so I'll run up and check it out now.

[looking at code]
3)messing up tiles and finding rotations? what? kk, save tiles and change bit positions according to X.

4)from what i've seen, tilesbuf2 is the buffer where the byte+inverted mask is, so that you know where you can write and where you cannot for the other rotated+clipped tilesprites can be applied. But how come 2 tiles would overlap in any way?