Author Topic: Escheron: Shadow over Ragnoth  (Read 160661 times)

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Offline Zera

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Re: Escheron: Shadow over Ragnoth
« Reply #60 on: May 31, 2009, 11:17:09 pm »
Well it works fine now. However try to watch how you talk to others. Not everyone got a IQ of 2000 like you do and there's no point in trying to make others who somehow say something that seems to make not sense like retards

What on Earth are you talking about?

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #61 on: May 31, 2009, 11:19:39 pm »
your last comment before you got kicked out (about drain magic)

It was rather uncalled for (the way it was put)
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Offline Zera

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Re: Escheron: Shadow over Ragnoth
« Reply #62 on: May 31, 2009, 11:24:51 pm »
I'm not even sure what you're talking about. You really must have misread something I wrote.

I'm going to stay out of IRC / forums since I really don't have time for this nonsense. Iam, just contact me via PM or e-mail to continue working these details out.

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #63 on: May 31, 2009, 11:32:09 pm »
I PMed you what I am talking about, altough maybe I misread something.

It's your choice to leave or stay, but if you leave forever just because of one single misunderstanding then you need to grab a dictionary and learn about the verb "forgive"

EDIT: Also be warned that if you force all projects authors to announce progress on another forum instead it doesn't necessarly guarantee that you will get as much feedback on the project. You might have better chances if you announce your project everywhere else in that case
« Last Edit: June 01, 2009, 12:20:23 am by DJ Omnimaga »
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Offline skuller972

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Re: Escheron: Shadow over Ragnoth
« Reply #64 on: June 01, 2009, 07:03:16 pm »
did zera quit?
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
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</a>

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #65 on: June 01, 2009, 11:16:24 pm »
unfortunately, yes, I do hope Iambian continues working on the game, though, and announce it here. If not, I am unsure where he will post progress. It would suck if he stopped posting too considering there aren't much place anymore where projects gets this much attention

That said, though, considering how Zera treated me and our entire userbase just for one misunderstanding with me, even if I dont speak english as native language, I would rather not have him around anymore from now on if he changed his mind. It's not the first time he does that.

People need to learn to forgive and understand that misunderstandings can happen. On the internet it's even worse, because emotions aren't transmitted over text and because there are many haters in the world and people taking more and more example on Youtube and 4chan comments, it's even harder to figure out if someone meant something bad or not.
« Last Edit: June 01, 2009, 11:20:56 pm by DJ Omnimaga »
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #66 on: June 02, 2009, 07:48:44 pm »
Progress continues. A somewhat successful 4 level grayscale routine is now functional. It's not perfect, but it works well enough: http://www.mediafire.com/imageview.php?quickkey=3wo5vjhw2ou&thumb=5

Btw, the current build simply displays a test screenshot as it would appear in the actual game. Well, you know, because it's actually using the game's engine.

Heh. Bad phrase.

EDIT: As we all well know, the grayscale is better on the actual hardware. You'll still see the rainy/snowy effect because that's just part of how the gray is rendered to the buffer.
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Offline skuller972

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Re: Escheron: Shadow over Ragnoth
« Reply #67 on: June 02, 2009, 07:52:43 pm »
thats hot
Then again, maybe not...
<a href="http://www.nerdtests.com/ft_nt2.php">
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</a>

Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #68 on: June 02, 2009, 07:59:38 pm »
Looks nice, I am curious how it looks on calc. On emulators it's hard sometimes to get accurate grayscale

Glad to see more progress too
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Offline Eeems

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Re: Escheron: Shadow over Ragnoth
« Reply #69 on: June 02, 2009, 08:00:53 pm »
that's pretty epic looking
/e

Offline SolusIpse

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Re: Escheron: Shadow over Ragnoth
« Reply #70 on: June 04, 2009, 08:37:24 pm »
O.O

Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #71 on: June 05, 2009, 11:30:29 pm »
Yah. The grayscale does look better on the real calc. Then again, I tried this with my TI-84+SE, so I'm not sure how much that'll differ from an 83+.

On a semi-related note, I completely forgot which thread I was posting in, so ... http://ourl.ca/3390/62975
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Offline DJ Omnimaga

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Re: Escheron: Shadow over Ragnoth
« Reply #72 on: June 05, 2009, 11:34:42 pm »
good to hear, normally it should still look better on real calc than emulator anyway. animated gifs are just not accurate when capturing grayscale stuff. The dark gray gets darker and light gray lighter
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Offline Iambian

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Re: Escheron: Shadow over Ragnoth
« Reply #73 on: June 08, 2009, 11:44:33 pm »
Another "advancement" with the project has taken place. Though I won't have a screenshot until a bit later, I have done two things.

(1) The gray buffer is now vertically-aligned and interleaved, so both buffers are together and accessing each byte throughout the entirety of the screen draw consists of only "inc hl". The reason I did it was so I could accelerate the tilemappers.

(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.

The next thing I have to write is the routine that will update the "textmap" so that it will draw both halves of each large character and all 4 tiles for the icons and cursor. It'll work like a text drawing routine, except that it updates the textmap instead of the screen.
« Last Edit: June 08, 2009, 11:48:19 pm by Iambian »
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Re: Escheron: Shadow over Ragnoth
« Reply #74 on: June 09, 2009, 12:24:43 am »
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
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