Author Topic: Ash: Phoenix  (Read 109383 times)

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #225 on: January 09, 2011, 03:31:07 pm »
Mmmmm...randomly corrupted program+random freezing during defrag.

A few things were lost, but not too much.

I've successfully increased the walking speed and I *hope* I've fixed the shop bug, though I can't tell for sure yet.

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #226 on: January 10, 2011, 07:43:53 pm »
Sorry to hear, I'm glad not too much were lost, though. Glad to see you managed to increase walking speed. Did it increase framerate too? That might improve the grayscale as well.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #227 on: January 10, 2011, 08:11:41 pm »
Update-ish!

Actually not really, just posting a screenie of the new walking speed and of what the shop looks like, for those of you who can't access it. Although if you watch all the way through it still gets messed up at the end... <_<

The grayscale didn't improve as much as I thought it would, but i'm planning to fix that...

edit: oh and I optimized off 150 bytes today :D which is good, seeing as how before the app was 16377 bytes large....lol
« Last Edit: January 10, 2011, 08:16:41 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #228 on: January 10, 2011, 08:15:06 pm »
Cool, looks better now :D

I like the new walking speed. In RPGs, I think the standard is being able to move from one tile to another from 2 to 4 times per second.

Offline TIfanx1999

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Re: Ash: Phoenix
« Reply #229 on: January 10, 2011, 08:35:43 pm »
Walking speed looks much better now. =)

Offline Eeems

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Re: Ash: Phoenix
« Reply #230 on: January 10, 2011, 09:18:00 pm »
The new walking speed is great :D
/e

Offline z80man

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Re: Ash: Phoenix
« Reply #231 on: January 10, 2011, 09:23:28 pm »
I like the new walking speed. It's hard to tell from the gif but grayscale still looks fine though.

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1. Finish the Emulator of the Casio Prizm (in active development)
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7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline yunhua98

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Re: Ash: Phoenix
« Reply #232 on: January 10, 2011, 09:28:16 pm »
That looks amazing!  Btw, how are you doing he scrolling?

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Offline squidgetx

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Re: Ash: Phoenix
« Reply #233 on: January 11, 2011, 05:50:49 am »
Thanks everyone.

Basically I'm running a loop 4 times, during which I horizontal/vertical 3 times. I also redraw the tiles in the last column or row as well as the tiles the character is walking onto, the tile he is walking on, and the bottom half of the tile above him. All the tiles are masked 12x12 tiles that are really 4 8x8s that have the outer edges transparent. It's kind of inefficient but still better than redrawing every frame.



« Last Edit: January 11, 2011, 05:52:00 am by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #234 on: January 11, 2011, 05:02:04 pm »
I wonder if you could maybe store the two sprite rows/columns layers in L1 or another SafeRAM area and when scrolling the two game buffers, you simply copy/conj that data in L3 and L6 instead of recalling the tilemapper every frame while scrolling? Not sure if this would be hard to achieve, though, as I didn't try.

Offline ztrumpet

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Re: Ash: Phoenix
« Reply #235 on: January 11, 2011, 05:20:56 pm »
Looks wonderful.  I like the new walking speed. ;D
« Last Edit: January 11, 2011, 05:21:03 pm by ztrumpet »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #236 on: January 13, 2011, 12:58:41 pm »
updates: successfully patched the name input-screen, the stat screen (if you hadn't noticed, it would corrupt your move data if you used it in battle), optimized a bit more (30 bytes) and patched the npc scripter. Unfortunately, the shop remains unstable :(
« Last Edit: January 13, 2011, 12:58:54 pm by squidgetx »

Offline squidgetx

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Re: Ash: Phoenix
« Reply #237 on: January 14, 2011, 07:05:24 am »
BREAKTHROUGH: The shop is now fixed :DDDD No more crashes, no more random rectangles even. I am psyched

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Re: Ash: Phoenix
« Reply #238 on: January 14, 2011, 07:57:19 am »
=D

Quote from: dj
I wonder if you could maybe store the two sprite rows/columns layers in L1 or another SafeRAM area and when scrolling the two game buffers, you simply copy/conj that data in L3 and L6 instead of recalling the tilemapper every frame while scrolling? Not sure if this would be hard to achieve, though, as I didn't try.
i think that might actually work well, but only for vertical scrolling. ima test this out, dj!

Offline TIfanx1999

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Re: Ash: Phoenix
« Reply #239 on: January 14, 2011, 09:46:25 am »
BREAKTHROUGH: The shop is now fixed :DDDD No more crashes, no more random rectangles even. I am psyched
HOORAY!  :w00t: