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by vertically aligned, will this change the way grayscale is displayed? I mean, for example, will the grayscale scanlines will be vertical, literally? Also was 4x4 tilemapping very hard to implement? Knowing tiles are generally a multiple of 8 for width
(2) The text routine is being handled by a 4x4 aligned tilemapper. That has been verified to work so I'm filling it with the text needed to render all in-game text. It turns out that all objects are aligned in this manner, so I can have what I like to call a "textmap". The menu borders are being coded in this way, and has already been demonstrated to work.
Quote from: Iambian on June 08, 2009, 11:44:33 pm(2) The text routine is being handled by a 4x4 aligned tilemapper. That has been verified to work so I'm filling it with the text needed to render all in-game text. It turns out that all objects are aligned in this manner, so I can have what I like to call a "textmap". The menu borders are being coded in this way, and has already been demonstrated to work.ASCII map in grey ftw. xD Actually, from LL1 I discovered that making a custom font set with menu borders, special symbols (like a hand, sword, bow, etc..) makes things simple and nice.