Author Topic: Zelda:Rpg Nightmares Awakening  (Read 26064 times)

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Offline necro

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Zelda:Rpg Nightmares Awakening
« Reply #45 on: November 19, 2005, 04:23:00 pm »
sure...I need to get cracking on her sprites anyways
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Zelda:Rpg Nightmares Awakening
« Reply #46 on: November 23, 2005, 11:49:00 am »
last night, i came up with a brilliant memory saver using compressed  and decompressing the matrix needed for xlib. Since i'm using 16*16 sprites, in my map prgms, i just give a 6*4 matrix, then i run another prgm that expands that matrix to 12*8, usable for xlib. this way saves SO MUCH mem, but when i tested it on calc, it runs pretty slow. anyone have a better suggestion?

on a side note, the release date for this game is before Zelda:Twilight Princess comes out :)smile.gif

Offline merthsoft

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« Reply #47 on: November 23, 2005, 12:15:00 pm »
Hmm, I think tr1p said he was going to implement 16x16 tile mapping...
Shaun

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« Reply #48 on: November 23, 2005, 03:12:00 pm »
Don't use release dates, you will just pass them by unless you are Kevin.

Offline necro

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« Reply #49 on: November 23, 2005, 03:22:00 pm »
I am trying to put my 16X16 tilemapper back together...I realy should archive stuff like this rather than just keep all the loose paper I planned about it on.  oh well, better than from scratch I guess.

!!!DONE!!!
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dragon__lance

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Zelda:Rpg Nightmares Awakening
« Reply #50 on: November 23, 2005, 05:40:00 pm »
sweet, probably use it until xlib's 16*16 tilemapper comes out. one thing if we use that, then we'll have to convert all the 8*8 sprites back into 16*16 and go over the 256 tile limit. Is the new version of xlib include more usable tiles?  

Offline necro

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« Reply #51 on: November 23, 2005, 06:32:00 pm »
this alows any tile in memory to be used...I will email it to you

it starts on page one, and the first sprite is 0 from the matrice, it will draw in the screen with a built in option for a "scrolling" (change S and T respectively) the matice data drawn.  If a tile number is greater than 23 (the last tile on pic1) it will draw from the next pic, and if it is greater than 47, then it draws from the 3rd pic...you get the picture
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Offline DJ Omnimaga

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« Reply #52 on: November 24, 2005, 02:59:00 am »
sound nice

QuoteBegin-dysfunction+23 November 2005, 21:12-->
QUOTE (dysfunction @ 23 November 2005, 21:12)
Don't use release dates, you will just pass them by unless you are Kevin.

yeah even I pass release dates sometimes (see Diortem) :(sad.gif




...sorry...it was driving me crazy
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dragon__lance

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« Reply #53 on: November 24, 2005, 08:44:00 am »
thx necro, i tested it out, there  were some pros and cons. the pro is that it can take data from any pic  :Dbiggrin.gif but the con is that it runs a little slower than wat i have now. :(sad.gif I guess ill stick with wat i have now until the new xlib comes out, the the speed will increase so much. btw, i'm gonna rewrite the whole map engine, including an overworld that will be only 8*8 sprites, that way don't waste so much space. cyrzbl, can i borrow some of ur 8*8 zelda sprites for that?


Offline DJ Omnimaga

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« Reply #54 on: November 24, 2005, 08:46:00 am »
*install mod dissalowing deletion/edit of admin posts* :laugh:evillaugh.gif
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Offline necro

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« Reply #55 on: November 24, 2005, 02:01:00 pm »
I could try and rewrite it as an asm program...however, I am not sure tr1p1 has any intentention to add support for all of the pics.  So far as I have seen, nothing suggesting so has manafested.  I will ask him on tcpa...

sorry kevin, it was one of a handful of gramar erros I cant stand
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dragon__lance

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« Reply #56 on: November 24, 2005, 02:08:00 pm »
cool, i just figured out, we REALLY need to be able to use more tiles, since i just converted all the 8*8 tiles back into 16*16 tiles, it'll span about 5 pics instead of 3. :(sad.gif

Offline necro

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« Reply #57 on: November 24, 2005, 03:24:00 pm »
so...are you going to
1.)wait for hope for tr1p1ea to upgrade xlib
2.)I try and make/get some one to make a asm version
or
3.)use current version...
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dragon__lance

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« Reply #58 on: November 24, 2005, 04:29:00 pm »
guess either 1 or 2, wat do u think? wat features does the new xlib support anyway?

edit: i just found another way around the tile restraints, since i can't won't be using all the tiles at once, each specific area will have its own custom spritesheet from the real spritesheets stored in archive.this will take a longer loading time, but should work. of course, the best scenario is if xlib does have 16 bit indexing  :Dbiggrin.gif

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« Reply #59 on: November 25, 2005, 03:59:00 am »
rectangles and lines so far. It also can recall sprite from pic1-255 now
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