Author Topic: xLIB 84C Edition  (Read 51114 times)

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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #285 on: May 22, 2014, 10:32:38 am »
Cool to hear. :D On a side note I have a window routine done. It displays 5 rectangles then pastes the 4 rounded corner sprites over it, so it looks like the Final Fantasy boxes.

Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #286 on: May 28, 2014, 09:09:57 am »
Nice!

Im working on the example BASIC RPG which helps me come up with functions to speed up gameplay.

One that im going to add is: DRAWTILEBGLIST, which will draw tiles as per a list of X/Y values. This will save time when drawing the backgrounds of onscreen sprites.

Screenie, note that the sprites dont flicker in the emu or on calc:

"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline Sorunome

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Re: xLIB 84C Edition
« Reply #287 on: May 28, 2014, 09:11:14 am »
That is looking pretty awesome! Great job!

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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #288 on: May 28, 2014, 11:59:38 am »
Those graphics look very nice tr1p1ea. :D Also how do you do the animated water and flowers? Do you use two completely different tileset or just two different map data?

Also  DRAWTILEBGLIST might be handy if I ever revive Super Sonic Ball CSE.

Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #289 on: May 28, 2014, 06:38:13 pm »
The animated tiles are a bi-product of having 2 GRAM areas, I take advantage of the 'replacetile' function so that i only need 1 tileset. Basically i do:

DRAWMAP GRAM1
REPLACE ANIMATED TILES
DRAWMAP GRAM2
RESTORE ANIMATED TILES

Then everytime you do an UPDATELCD, you get animated tiles!

The trick is to come up with animations that work with only 2 frames.
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #290 on: May 28, 2014, 07:32:33 pm »
Ah right I forgot about the Replace tile command. Thanks for the explanation.

That reminds me, I wonder when did Kerm plan a new release of DCSE8? I might try to continue working on Reuben again at one point, but if I know there are still months to go before the release with new xLIBC commands, I'll just proceed with the game but use temporary placeholders for the level 2 animations. I still need to redo all my maps, though, since I moved many tiles around.

Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #291 on: May 28, 2014, 08:54:20 pm »
Well i think the next testing phase for DCSE8 is early June, and new xLIBC commands will be included.
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #292 on: May 28, 2014, 08:56:47 pm »
Ok cool to hear :D

Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #293 on: May 30, 2014, 05:35:56 am »
I have done a little more work on the enemy sprites, it can be quite challenging to get something recognizable at 8x8 and with only 2 frames for animation.



See if you can recognise: snail, beetle, jellyfish, scorpion, rat, cat, snake, crab, bat, spider & butterfly.

Still thinking up ideas to make the speed at little better (this is BASIC though).
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Offline aeTIos

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Re: xLIB 84C Edition
« Reply #294 on: May 30, 2014, 05:38:33 am »
I can recognize them all :D The cat and rat are the hardest but it is possible.
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Offline Sorunome

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Re: xLIB 84C Edition
« Reply #295 on: May 30, 2014, 05:42:52 am »
I can't really recognize 'em :/
But it is still looking awesome :P

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Offline Hayleia

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Re: xLIB 84C Edition
« Reply #296 on: May 30, 2014, 05:58:14 am »
Same as aeTIos, I recognized them all :D
I just had a hard time seeing them all as their apparitions seem to be random so I was like "where's that rat ?" :P
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Re: xLIB 84C Edition
« Reply #297 on: May 31, 2014, 01:43:57 am »
I recognize some but not all. Some seems like 8x8 renditions of Zelda tiles, while others seems like colored versions of the original xLIB demo in 2005.


That said, I guess this RPG release, if it comes out before Reuben CSE, will mark the official switch back to the original Reuben CSE title idea rather than the other idea I had, since the other idea I had for a title was in reference to how it would have been the first ever 84+CSE RPG :P

Offline Streetwalrus

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Re: xLIB 84C Edition
« Reply #298 on: May 31, 2014, 03:39:42 am »
Given the high resolution, I'd like to see 16*16 tiles and sprite on this calculator. In Illusiat Axe, I work with 6*8 on the map, 8*8 floor and 16*16 character/monster in the battle engine. But that's on a much smaller resolution so they are actually bigger.

Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #299 on: May 31, 2014, 03:40:51 am »
Maybe xLIB could have an option for 16x16 tiles? (although vertical resolution would be a problem since the 8th row of tiles wouldn't fit completely)