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Author Topic: CaDanITE -  (Read 4505 times) Bookmark and Share
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DJ Omnimaga
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« Reply #15 on: 08 September, 2010, 23:14:47 »
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* DJ Omnimaga hopes it's not all command-prompt-based, though Big frown
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« Reply #16 on: 08 September, 2010, 23:59:41 »
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I love those types of games!!!!

Nice to see there will be an editor. Some people (artsy types) Tongue could make some really awesome levels for it!
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« Reply #17 on: 10 September, 2010, 03:56:27 »
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It won't be a command-prompt. The project is going to be more menu-based than anything else. At the moment, I'm trying to get cross-page calling down. What I have is essentially a variation on the bcall routine. Just ... trying to get it to work.
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Projects in my development environment:
Celtic 3 (83+) 95% (Hold) | CaDan (83+) 15% (Rst) | E:SoR (84+) 10% (Rst) | CaDanITE (83+) 4% (Hold) | FF:TIoC (83+) 2% (Data)
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« Reply #18 on: 10 September, 2010, 04:28:04 »
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Ah ok good Cheesy . I hope you can get it to work soon.
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« Reply #19 on: 13 September, 2010, 22:44:05 »
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Wow, cool!  Good luck Iambian.

* ZTrumpet hands Iambian some cherries. Smiley
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« Reply #20 on: 16 September, 2010, 22:08:25 »
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Slowly progressing. Initial menu now works. Working on an integrated help thing so you can press F1 (Y=) to get details on any menu item your cursor is hovering over. That should be fun.
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« Reply #21 on: 16 September, 2010, 22:10:49 »
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Excellent. Danmaku editor FTW. If you release this, we may just make your levels for you.
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« Reply #22 on: 16 September, 2010, 22:30:16 »
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Slowly progressing. Initial menu now works. Working on an integrated help thing so you can press F1 (Y=) to get details on any menu item your cursor is hovering over. That should be fun.
Very nice Cheesy

Just make sure that the help isn't too large, though. It would be bad if like 8 KB of the game was just help x.x
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« Reply #23 on: 17 September, 2010, 03:37:23 »
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Slowly progressing. Initial menu now works. Working on an integrated help thing so you can press F1 (Y=) to get details on any menu item your cursor is hovering over. That should be fun.
Very nice Cheesy

Just make sure that the help isn't too large, though. It would be bad if like 8 KB of the game was just help x.x
Oh no. This level editor isn't going to be part of CaDan. It's going in its own app, which means I can use as much space as I want for it. I plan for the thing to be 2 pages, but that's for all the text that I'm going to be throwing in. Two pages is probably overdoing it but I wanted something more than just a level editor. I wanted to practice a better way of doing things that might later be incorporated into E:SoR or some other project.
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A Cherry-Flavored Iambian draws near... what do you do? ...
Projects in my development environment:
Celtic 3 (83+) 95% (Hold) | CaDan (83+) 15% (Rst) | E:SoR (84+) 10% (Rst) | CaDanITE (83+) 4% (Hold) | FF:TIoC (83+) 2% (Data)
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« Reply #24 on: 17 September, 2010, 07:30:43 »
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Ah ok cool Cheesy. I think it's best to keep editors separate, else people who don't need it ends up wasting 16 additional KB for it x.x
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« Reply #25 on: 21 September, 2010, 01:32:22 »
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Help system now works for the most part. You can hit F1 (Y=) to get help topics on just about anything and everything. As I add in more routines, you'd be seeing more stuff come up. After this mess, I'm going to throw together file operations and I'll somehow have to define a data structure for these projects. Ugh.
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A Cherry-Flavored Iambian draws near... what do you do? ...
Projects in my development environment:
Celtic 3 (83+) 95% (Hold) | CaDan (83+) 15% (Rst) | E:SoR (84+) 10% (Rst) | CaDanITE (83+) 4% (Hold) | FF:TIoC (83+) 2% (Data)
DJ Omnimaga
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« Reply #26 on: 21 September, 2010, 02:03:56 »
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Good luck!
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« Reply #27 on: 21 September, 2010, 02:44:17 »
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Sounds cool.  * ZTrumpet throws Iambian some cherries to help the coding process. Azn  Good luck! Grin
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« Reply #28 on: 22 September, 2010, 18:37:37 »
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Thought of how I am going to store all this data in a sane manner in this CaDanITE project. So I figured I'd go with sort of a miniature file system. The details are below in this code box thinger. I just wanna know if it looks like I'm missing anything, or if you can suggest a better or easier way to do it. Coz right now, I'm not entirely liking the fact that I have to have pretty much a file system for a CaDanITE project file, but it's the best thing I can come up with at the moment.

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CaDanITE project file structure
Objects not part of the initial table structure gets a preallocated 8 byte name.

;----START OF FILE HEADER
.db $BB,$6D     ;denotes a compiled ASM program
.db $C9         ;If you attempt to run this as an ASM program it exits.
.db "CaDanITE:" ;9 characters that identify this as a CaDanITE level
.db 24chars     ;24 character description header for the project
;----START OF THE DATA FILE TABLE
.org $0000      ;addresses are with respect to this for relocatability
.db NN          ;number of 256-height screens
.dw ScreenDat1  ;address of screen data (specified far below)
.dw ...         ;Every 256 height screen has a boss assigned to it and their
.dw ScreenDatN  ;data pointers will be defined with the screen data
;---
.db NN          ;number of scripts
.dw ScriptDat1  ;address of script data (also defined far below)
.dw ...
.dw ScriptDatN
;---
.db NN          ;number of enemies that can be done
.dw EnemyDat1   ;address of enemy data (defined really far below)
.dw ...
.dw EnemyDatN
;---
.db NN          ;number of path data streams
.dw PathDat1    ;address of path data (uhm...)
.dw ...
.dw PathDatN
;---

;Filetype details:
;ScreenDATA    = 01 ;21 bytes total data size. Contains pointers to other files
;ScreenBITMAP  = 02 ;521 bytes total data size.
;BossAddress   = 03 ;16+1+N(2) bytes where N is # of spellcards. Points to other files
;SplCrdDATA    = 04 ;42 bytes total data size.
;BossGRAPHIC   = 05 ;129 bytes total data size
;BossCharSPR   = 06 ;9 bytes total data size
;BossTEXT      = 07 ;1+2+NN bytes where NN is data stream byte size
;ScriptDATA    = 08 ;1+2+NN bytes where NN is data stream byte size. Pts 2 othr files
;EnemyDATA     = 09 ;8 bytes total data size
;PathDATA      = 0A ;9+1+N bytes, where N is number of step pairs in movement path.

;-----BEGINNING OF CADANITE PROJECT FILE SYSTEM
;ScreenDATA
.db 1 byte      ;FILETYPE
.db 8 bytes     ;name of this data
.dw BossAdr     ;address of boss details ($0000=not set yet)
.dw ScreenBtm   ;address of 64x64 area indicating bottom screen
.dw ScreenBtmLp ;address of 64x64 area indicating bottom loop
.dw ScreenTopLp ;address of 64x64 area indicating bottom loop
.dw ScreenTop   ;address of 64x64 area indicating bottom screen (boss)
.db ScrollDelay ;A value between 1-9. A higher value means slower scroll.
.db LevelLoop   ;A value between 1-128. A higher value means the stage loops more.

;ScreenBITMAP
.db 1 byte      ;FILETYPE
.db 8 bytes     ;name of this 512 byte chunk of data
.db 512 bytes   ;screen data

;BossAddress
.db 1 byte      ;FILETYPE
.db 8 bytes     ;name of this entity
.db BossScript  ;Address to the boss script. lumped together with scripts
.dw BossGraphic ;Address to 32x32 boss graphic
.dw BossCharSpr ;Address to 8x8 boss sprite
.dw BossText    ;Address to boss dialog text
.db NN          ;number of spellcards in the game
.dw SplCrdAdr1  ;Address to the spellcard graphic
.dw ...
.dw SplCrdAdrN

;SplCrdDATA
.db 1 byte      ;FILETYPE
.db 8 bytes     ;8 bytes for spellcard graphic name
.db 1 byte      ;indicates normal bracket or special bracket for spells
.db 4*8 bytes   ;32 bytes for spellcard text underlay (overlay will be autobuilt)

;BossGraphic
.db 1 byte      ;FILETYPE
.db 128 bytes   ;graphic. Tied to name of boss

;BossCharSpr
.db 1 byte      ;FILETYPE
.db 8 bytes     ;graphic. Tied to name of boss

;BossText
.db 1 byte      ;FILETYPE
.dw StreamSize  ;size of text file unknown. Tied to name of boss.
.db "textdata"  ;formatted for whatever. Uh. Details unknown. Won't get to it soon :P

;ScriptDATA
.db 1 byte      ;FILETYPE (boss and stage scripts gets a different filetype)
.dw StreamSize  ;size of the script file
.db N bytes     ;Script contents

;EnemyDATA
.db 1 byte      ;FILETYPE
.db 1 byte      ;enemy type flags
.db 2 bytes     ;Starting (x,y) position
.db 1 byte      ;Initial HP
.db 1 byte      ;Script ID
.dw cyclecount  ;Initialize this enemy at this cycle count (0-65535)

;PathDATA
.db 1 byte      ;FILETYPE
.db 8 bytes     ;Name of this path
.db StreamSize  ;number of bytes that this path can take. Up to 128 (256 steps)
.db N bytes     ;bytes in the path stream
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A Cherry-Flavored Iambian draws near... what do you do? ...
Projects in my development environment:
Celtic 3 (83+) 95% (Hold) | CaDan (83+) 15% (Rst) | E:SoR (84+) 10% (Rst) | CaDanITE (83+) 4% (Hold) | FF:TIoC (83+) 2% (Data)
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
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Online Online

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Last Login: Today at 00:00:13
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50206


Total Post Ratings: +2611

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« Reply #29 on: 22 September, 2010, 18:58:06 »
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Mhmm that's a bit long x.x, Idk if I'Lll be able to figure out myself if stuff is missing, especially since there's a lot of z80 in there x.x
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