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Metroid Chozo Mission

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Ti-DkS:
Okay so I'm still working on the ennemies AI and I'm quite satisfied of what I've done, mainly for ennemies sticked on the wall, even if it's a simple code. Indeed this is mainly checking all possible cases when there is a direction change to do :) I've rewroten my samus animation system for the Art_of_Camelot sprites, and I've optimized a little my tilemapper. However I wanted to know if a fast 3 or 4lvl grayscaled 16*16 tilemapper is doable for my game, and if it is, where can I find a source or an example of it ?

Ti-DkS:
Any ideas ?

squidgetx:
Uhm..It's definitely possible. The only thing is that fast scrolling gray can look like crap (For examples of this, see screenshots of Project M and Ash:Phoenix) But the code would be something like

--- Code: ---x^16->s
y^16->t
y/16-ytileoffset->u
x/16-xtileoffset+mappointer->v
for(a,0,6)
for(b,0,4)
if {u+b*mapwidth+v+a}->c
16x16sprite(a*16-s,b*16-t,c*64+spritedatapointer)
end
end
end

--- End code ---
Whoops, is this project in axe? I don't remember..Well hopefully this will help you still; and note it can be optimized further still

Ti-DkS:
Thanks for your answer, but... the fact is I already uses that code ;D And I noticed that unfortunatly,with grayscaled graphics, fps are rapidly decreasing... I tried many way of optimise that code but it's always quite slow... Do you have any idea of the way I can optimise it ? Maybe an axiom can be used there to make it faster ? I've no idea of the way axioms are coded and work, but if it's much faster than the "basic" way to draw a map with, I can learn how to make it, or ask for it :)

DJ Omnimaga:
If you are still working on this, I think it might be best to not use grayscale for the time being. It's not very necessary and you could ask help if you need extra monochrome graphics. I hope  you still plan to finish this at one point.

Also you should ask programming help in the Axe section, because many programmer never check the project topics.

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