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Author Topic: Project M Reboot -  (Read 31180 times) Bookmark and Share
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calc84maniac
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« Reply #15 on: 12 May, 2009, 20:10:23 »
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Well, with MEDIT, it was really annoying to have to switch back and forth between the programs... also, if it's within the APP, I won't have to make extra copies of all the graphics and the routines and junk.

Also, running from an APP means more RAM with which to do your editing. Cheesy When playing the game, the maps can be copied one at a time directly from archive, but you can't really go in the reverse direction for editing, so the whole level set needs to be in RAM.
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« Reply #16 on: 12 May, 2009, 20:46:25 »
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ooh ok it's up to you really. I was just wondering because of all the people who whine about large programs out there
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« Reply #17 on: 12 May, 2009, 21:41:09 »
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Since it's going to be in an APP, size really isn't a problem, unless it has to be 2 pages instead of 1.
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« Reply #18 on: 12 May, 2009, 21:59:16 »
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Super-d-duper
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« Reply #19 on: 12 May, 2009, 23:44:52 »
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Minor update - got the app version running. I've supplied a screenshot, at 6MHz this time for some variety.

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« Reply #20 on: 12 May, 2009, 23:51:59 »
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This looks great calc84maniac Grin
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« Reply #21 on: 13 May, 2009, 02:59:09 »
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Minor update - got the app version running. I've supplied a screenshot, at 6MHz this time for some variety.


Looking good. Just curious, calc84maniac, could you include an option to turn off grayscale so that it just uses the first, or second, sprite used for the grayscale rendering? Of course it will be reduced quality, but it should provide a speed up, correct? Also, I don't know if it's feasible with your current code, an option to turn off the background parallax map fully.

It's great graphics, don't get me wrong, but if I were to be seriously playing this game, I would probably disable the background.
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« Reply #22 on: 13 May, 2009, 03:46:48 »
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You mean like this?

I don't think it looks all that much better, plus there's no speed increase whatsoever. I'm thinking I may have the option to disable the background, i.e. use the old tilemapper. It would be nice to switch if your game is lagging, at any rate.

Edit:
Actually, it might be possible to fix the grayscale+scrolling... making a slight change made the up/down motion much smoother.

Edit2: Fixed
« Last Edit: 13 May, 2009, 04:01:52 by calc84maniac » Logged

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« Reply #23 on: 13 May, 2009, 04:39:42 »
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AWESOME!!!!!!!! Thats all there is to say to that, I cannot wait to see you finish this, then I get to makeing levels Tongue
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« Reply #24 on: 13 May, 2009, 05:03:36 »
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yeah grayscale + scrolling has always been a serious issue on anything lower than the 85 due to crappy LCD driver. The only way to make it looks good is to keep framerate not too high I think. Nice job though
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« Reply #25 on: 13 May, 2009, 05:20:57 »
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You mean like this?

I don't think it looks all that much better, plus there's no speed increase whatsoever.
Yeah, it's not supposed to look better (as I said in my previous post, it will be of reduced quality). At any rate, are you sure you disabled everything, such as the grayscale interrupt (if you're using one) and your just doing straight one-layer black-and-white for the background with no overhead other than your tilemapper? For some reason I was thinking that you should at least get a minimal decrease in the number of milliseconds it takes to render. Even 1 to 2 milliseconds will increase the FPS by 1 in 6 MHz mode.
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« Reply #26 on: 13 May, 2009, 06:00:38 »
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Yeah, it's not supposed to look better (as I said in my previous post, it will be of reduced quality). At any rate, are you sure you disabled everything, such as the grayscale interrupt (if you're using one) and your just doing straight one-layer black-and-white for the background with no overhead other than your tilemapper? For some reason I was thinking that you should at least get a minimal decrease in the number of milliseconds it takes to render. Even 1 to 2 milliseconds will increase the FPS by 1 in 6 MHz mode.
It was simply a switch from alternating the mask every frame to leaving the mask the same every frame. There's no fancy interrupts or anything.
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« Reply #27 on: 13 May, 2009, 14:30:48 »
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Yeah, it's not supposed to look better (as I said in my previous post, it will be of reduced quality). At any rate, are you sure you disabled everything, such as the grayscale interrupt (if you're using one) and your just doing straight one-layer black-and-white for the background with no overhead other than your tilemapper? For some reason I was thinking that you should at least get a minimal decrease in the number of milliseconds it takes to render. Even 1 to 2 milliseconds will increase the FPS by 1 in 6 MHz mode.
It was simply a switch from alternating the mask every frame to leaving the mask the same every frame. There's no fancy interrupts or anything.
Ah alright, that explains it. Thanks calc84maniac.
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« Reply #28 on: 14 May, 2009, 02:52:35 »
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any way that we can download a beta of the mapmoving... it just seems fun to move around on the map like the screenies show
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« Reply #29 on: 14 May, 2009, 05:33:10 »
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oooooooh, very nice! Cheesy
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