Author Topic: YEONG RPG(Back in Action!)  (Read 41583 times)

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Offline FinaleTI

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Re: YEONG RPG
« Reply #15 on: October 15, 2010, 10:57:59 pm »
Yeah, plus if you're using Celtic III/DCS7 you can use hex sprites instead of using pics.


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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #16 on: October 15, 2010, 11:02:01 pm »
I kinda like pics though, since it's much easier to store the sprites. No need to convert from image to hex and the like. If you don't fill an entire pic it wastes some space, though.

Offline FinaleTI

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Re: YEONG RPG
« Reply #17 on: October 15, 2010, 11:06:03 pm »
True, but hex sprites can be dynamic without necessarily requiring multiple versions of it to be stored. Plus, you could convert to the hex to tokens until you needed to display it, effectively cutting the data size in half.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #18 on: October 15, 2010, 11:56:17 pm »
Yeah true. I guess it depends of people, really. I always prefered to work with pics, personally, because I save so much time.

Offline Yeong

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Re: YEONG RPG
« Reply #19 on: October 16, 2010, 02:49:58 pm »
I don't know..
This is my first tme doing hybrid BASIC...
Can u explain me more about that Hex Sprite thingy?
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Offline meishe91

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Re: YEONG RPG
« Reply #20 on: October 16, 2010, 05:13:21 pm »
I don't really know how to describe what they are. But basically each row of four pixels is represented by a hexadecimal number (1-F). This works since there is a total of only sixteen possible combinations. I actually asked about hex sprites in a different topic. I'll find it real fast.

Edit:
Here it is.
« Last Edit: October 16, 2010, 05:14:25 pm by meishe91 »
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Offline FinaleTI

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Re: YEONG RPG
« Reply #21 on: October 16, 2010, 07:32:33 pm »
Here's a simple tutorial that should explain it. This is a good program for making hex sprites.

You should use Celtic III or DCS7 with hex sprites. I would recommend DCS7 if you have the memory, since it has all of Celtic's functions and fixes a few of the graphical glitches Celtic has.

To use hex sprites with Celtic/DCS, you can use the identity(5 function:
Quote
identity(5,"HEXSTRING",x,y,w,h,logic,flip,update_lcd)

Works just like the xLIB command real(1,...) except that
the Pic and the coordinates on that Pic file are not
defined.

Instead, a string consisting of hex digits is used to
define the sprite as inline data. For example, if you
wanted to draw a black 8*8 block at the top-left corner of
the screen with XOR logic and drawn immediately...
 
identity(5,"FFFFFFFFFFFFFFFF",0,0,1,8,3,0,1)
 
Useful for those that want to display sprites without the
use of bulky image files.
 
For large sprite, each byte goes LEFT first, then DOWN,
so specifying "8FF0180000180000180FF01" would relate to
such a perfect box 3 bytes wide and 4 pixels down.
 
 
 
 
 
 
 
Note that any missing arguments will default to the value
of zero (0) instead of 32 as in xLIB.

Edit: Ninja'd....
« Last Edit: October 16, 2010, 07:33:19 pm by FinaleTI »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline shmibs

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Re: YEONG RPG
« Reply #22 on: October 16, 2010, 07:35:02 pm »
EGAD! I AM CHOOSEN! =D
this is WONDERFUL!

it looks like you've put a lot of work into this already, so rewriting things would be tiresome. however, switching to Doors/Xlib would really be worth your time as you would save time, increase speed, and gain a larger audience that's willing to use it. if you have any questions in particular, don't hesitate to ask. good luck!

Offline meishe91

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Re: YEONG RPG
« Reply #23 on: October 17, 2010, 05:01:10 pm »
Here's a simple tutorial that should explain it. This is a good program for making hex sprites.

You should use Celtic III or DCS7 with hex sprites. I would recommend DCS7 if you have the memory, since it has all of Celtic's functions and fixes a few of the graphical glitches Celtic has.

To use hex sprites with Celtic/DCS, you can use the identity(5 function:
Quote
identity(5,"HEXSTRING",x,y,w,h,logic,flip,update_lcd)

Works just like the xLIB command real(1,...) except that
the Pic and the coordinates on that Pic file are not
defined.

Instead, a string consisting of hex digits is used to
define the sprite as inline data. For example, if you
wanted to draw a black 8*8 block at the top-left corner of
the screen with XOR logic and drawn immediately...
 
identity(5,"FFFFFFFFFFFFFFFF",0,0,1,8,3,0,1)
 
Useful for those that want to display sprites without the
use of bulky image files.
 
For large sprite, each byte goes LEFT first, then DOWN,
so specifying "8FF0180000180000180FF01" would relate to
such a perfect box 3 bytes wide and 4 pixels down.
 
 
 
 
 
 
 
Note that any missing arguments will default to the value
of zero (0) instead of 32 as in xLIB.

Edit: Ninja'd....

You know, I also have a Sprite Maker that exports the hex here that has a lot more features ;) (Sorry, tifreak!)
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Offline Yeong

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Re: YEONG RPG
« Reply #24 on: October 18, 2010, 07:09:48 am »
So... DSC7 is faster than xLib?
And..If I want to make a hex sprite, I have to draw them as a binary and convert to hex?
another question: How about the 16x16 sprites?
« Last Edit: October 18, 2010, 07:16:54 am by yeongJIN_COOL »
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Offline Yeong

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Re: YEONG RPG
« Reply #25 on: October 18, 2010, 07:27:39 am »
So.. Can you give me some useful DCS7 Functions that'll be helpful for making a hybrid BASIC game?
(i.e. tilemap, display pic, etc)
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Offline ztrumpet

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Re: YEONG RPG
« Reply #26 on: October 18, 2010, 07:56:17 am »
Here you go: http://www.cemetech.net/programs/index.php?mode=file&path=/text/calcinfo/dcs_sdk.zip ;D

Edit:  Also, please use the Modify or Quick Modify button to edit your post instead of double posting. ;)
« Last Edit: October 18, 2010, 07:58:15 am by ztrumpet »

Offline Yeong

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Re: YEONG RPG
« Reply #27 on: October 18, 2010, 07:57:18 am »
Aaaaah!!
So many functions! :D
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Offline Yeong

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Re: YEONG RPG
« Reply #28 on: October 18, 2010, 09:21:35 am »
can u do char animation with hex sprites?
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Offline DJ Omnimaga

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Re: YEONG RPG
« Reply #29 on: October 18, 2010, 03:01:22 pm »
So... DSC7 is faster than xLib?
Not very faster, but some stuff have noticeable speed increase, like scrolling.

Also as Ztrumpet said, for posts that are not project updates/progress you need to use the EDIT button to avoid double-posting within short amount of times.