Author Topic: I: VP tilemap help!  (Read 7203 times)

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Offline c.sprinkle

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I: VP tilemap help!
« on: January 11, 2011, 05:28:42 pm »
Tilemap Problems:

1). What Format To Use
Option 1: Scroll 8 pixels at a time only when you reach the edge of the screen. The easiest, but it won't look as nice.
Option 2: Scroll 1 pixel at a time when you reach the edge. I would need to work that out a little more fully.
Option 3: Scroll 1 pixel at a time when 8 pixels from the edge. Beautiful, but I need some help with learning to do that.

2). How can I scroll without clearing the screen?

3). I would like better wall sprites. . .
« Last Edit: January 11, 2011, 05:28:55 pm by c.sprinkle »

Offline yunhua98

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Re: I: VP tilemap help!
« Reply #1 on: January 11, 2011, 05:55:32 pm »
1)  well, its easier and looks pretty good if you only move the map and keep the character on the center of the screen.
2) You'll have to use a map display routine.  I can give you a specific example or someone else could if you elaborate more.  (I'm also interested in tilemapping routines from other people if they don't mind sharing.  I don't think mine's very efficient  :P)
3) same here.  :P  You don't really always need a wall though...

EDIT:  for #2, update the screen only when you move or when there is a moving person or something.  ;)
« Last Edit: January 11, 2011, 05:58:12 pm by yunhua98 »

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Re: I: VP tilemap help!
« Reply #2 on: January 11, 2011, 06:15:55 pm »
For map formats, if you aren't using greyscale (which I believe you are), I can do some pretty wacky stuff with pics.


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Offline Michael_Lee

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Re: I: VP tilemap help!
« Reply #3 on: January 11, 2011, 06:22:37 pm »
2) You could try using the Horizontal and Vertical commands, then displaying only the necessary sprites to draw on the side that you need to fill.  I think Runer's uber-optimized tilemapper uses that method, although I personally haven't had the fortitude to attempt coding such a thing...
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Offline c.sprinkle

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Re: I: VP tilemap help!
« Reply #4 on: January 11, 2011, 07:06:16 pm »
Yeah, I guess I'll try that. Now for more reliable collision detection. . .

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Re: I: VP tilemap help!
« Reply #5 on: January 11, 2011, 07:15:07 pm »
one thing that improved trio and niko's framerate from about 5fps to 45 fps was by only redrawing the screen WHEN YOU ABSOLUTELY HAVE TO.  If the screen doesn't scroll or the map doesn't change, then just store the buffer to the back buffer using storepic and then recallpci when no redraw is nessicary.

Offline yunhua98

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Re: I: VP tilemap help!
« Reply #6 on: January 11, 2011, 07:18:51 pm »
Or just don't update the screen at all until you move.

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Ashbad

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Re: I: VP tilemap help!
« Reply #7 on: January 11, 2011, 07:26:47 pm »
well, even wen your moving, if the screen doesn't scroll, no need to re-map :P

Offline c.sprinkle

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Re: I: VP tilemap help!
« Reply #8 on: January 12, 2011, 01:52:59 am »
Yup, I'll only redraw when I scroll. And even then, I'll just use Horizontal and Vertical commands and then redraw the new tiles. It's fast right now, though. My battle engine is coming along well, too.  :)

Offline c.sprinkle

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Re: I: VP tilemap help!
« Reply #9 on: January 13, 2011, 04:33:44 pm »
Look, a double post! (It's been more than 6 hours.)

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Offline yunhua98

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Re: I: VP tilemap help!
« Reply #10 on: January 13, 2011, 04:40:10 pm »
well, even wen your moving, if the screen doesn't scroll, no need to re-map :P

in my RPG, your character is fixed, and it always scrolls when you move.

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Re: I: VP tilemap help!
« Reply #11 on: January 17, 2011, 03:48:40 pm »
For scrolling the trick is to shift the screen content in the direction you want to scroll and only draw the new line of tiles instead of redrawing the entire 13x9 tilemap every frame. In a side-scrolling game (left-rigth only) I wonder if it's faster to simply move the content of L6 one byte up/down, though, then simply display the new line of sprite afterward.
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Offline c.sprinkle

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Re: I: VP tilemap help!
« Reply #12 on: January 17, 2011, 06:10:53 pm »
Just wondering:
Ashbad, Squidget, how do you do the enemy moving routines?
I have an idea, but I'm not sure if it will work. . .  ???

Offline squidgetx

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Re: I: VP tilemap help!
« Reply #13 on: January 17, 2011, 06:35:37 pm »
My enemies don't move in the overworld; the battles are more like pokemon :P

I would probably have a max number of enemies onscreen (lets say 4) then a byte determining what type, 2 bytes for x and y position, maybe a byte for health, and then randomly increment x,y positions. But I thought you were going turn based battle style?

Offline yunhua98

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Re: I: VP tilemap help!
« Reply #14 on: January 17, 2011, 06:38:58 pm »
Well since he can swing a sword in the overworld, I guess he can.  TaN:F has overworld enemies though.

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