Author Topic: Some Reuben Quest art (new and old)  (Read 17684 times)

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Offline Streetwalrus

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Re: Some Reuben Quest art (new and old)
« Reply #45 on: April 20, 2014, 08:46:45 pm »
32k isn't too bad considering how much space the cse has available.

Offline DJ Omnimaga

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Re: Some Reuben Quest art (new and old)
« Reply #46 on: April 20, 2014, 08:49:51 pm »
Indeed. Some people cringe at games larger than 2 KB, though :P (even though they have SE calcs). The good part tho now is that the tile data wouldn't use any 8xi file and the game code would most likely be smaller and not split as much into sub-programs.
« Last Edit: April 20, 2014, 08:51:46 pm by DJ Omnimaga »
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Offline Streetwalrus

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Re: Some Reuben Quest art (new and old)
« Reply #47 on: April 20, 2014, 08:54:37 pm »
I don't really care about size because my flash z80 calcs are an 84+ and 83+se (although the former has one third of the flash available I rarely filled it).

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Re: Some Reuben Quest art (new and old)
« Reply #48 on: April 22, 2014, 02:31:27 am »
Crude 160x120 rendering of Reuben battles, missing several elements. Of course this just re-uses old but colored tiles and an extra menu inspired from the papyrus logo in the Reuben 1 readme:



And updated sprite sheet



Now that I think about it, if such game was made it would be a crazy amount of graphic data with all those monsters O.O
Mmh not really. 2^n colors can be stored in n bits. I remember Megaman made by a few sprites. You maybe can outclass color restriction by sampling your sprites in smaller parts (in preference repeatable)

Offline DJ Omnimaga

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Re: Some Reuben Quest art (new and old)
« Reply #49 on: April 22, 2014, 03:41:09 am »
Well I was talking about xLIBC actually (built-in Doors CSE 8). xLIB only supports 8-bit colors (using its very own palette). I could easily change the color of each monster sprite when I want, but in xLIBC BASIC doing such pixel test through the large sprite would take a minute or so. Even on the HP Prime there would be lag.


Also



I wish that I still had the 2006 colored rendition of the overworld. It was shrunk down but I am curious what colors I used back then for the dungeons and stuff.
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Offline Streetwalrus

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Re: Some Reuben Quest art (new and old)
« Reply #50 on: April 22, 2014, 03:47:39 am »
Well I was talking about xLIBC actually (built-in Doors CSE 8). xLIB only supports 8-bit colors (using its very own palette). I could easily change the color of each monster sprite when I want, but in xLIBC BASIC doing such pixel test through the large sprite would take a minute or so.
Doesn't xLIBC support palette swapping ? That'd be a neat feature to ask tr1p about. :)

Offline DJ Omnimaga

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Re: Some Reuben Quest art (new and old)
« Reply #51 on: April 22, 2014, 03:51:33 am »
Nope unfortunately, although the current palette is pretty decent. Lower color modes with custom palettes would definitively be nice, though.
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Offline tr1p1ea

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Re: Some Reuben Quest art (new and old)
« Reply #52 on: April 22, 2014, 03:53:24 am »
Sadly no it doesnt, it might not be easily achieved either im afraid.

There is however LOADSINGLETILE which enables you to copy HEX data for an 8x8 sprite to a tile slot in TEMPRAM ... I wonder if that could be used?
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Offline DJ Omnimaga

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Re: Some Reuben Quest art (new and old)
« Reply #53 on: April 22, 2014, 03:58:18 am »
Perhaps not for such game, since the current sprites pretty much uses entire appvars. What would be cool, though, is a command that lets you store map strings into appvars, because currently, if for example you copy an xLIBC tilemap into a string (for example, a 2000 bytes large map into Str0), the TI-OS stores an extra copy into Ans, meaning that you need at least three times more RAM to store the map than the actual map size. Or at least a command that lets you store a string into Str0-9 without storing to Ans.
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Offline Streetwalrus

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Re: Some Reuben Quest art (new and old)
« Reply #54 on: April 22, 2014, 04:11:47 am »
Lower color modes with custom palettes would definitively be nice, though.
Yeah that's what I was talking about. Color indexing. Like on the NES but less limited.

Offline Sorunome

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Re: Some Reuben Quest art (new and old)
« Reply #55 on: April 22, 2014, 06:00:39 am »
That map O.O
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Offline DJ Omnimaga

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Re: Some Reuben Quest art (new and old)
« Reply #56 on: April 22, 2014, 01:16:21 pm »
Thanks. :D By the way so far most of that graphical content is almost in calc format. The 4 picvars are in 8xv format (basically the sprite sheet split into 4) and the 4 maps forming the big one above are in .asm files (the top part misses the sides because it's 32x32). I'll have to ensure that they were properly converted, though, before anyone can even use them. Also I think I am missing certain important tiles, so what I might do is scrap the black cliff corner tiles to make room for others. I also had two unused tiles on the overworld spritesheet but if I added a floor tile I would definitively need to move some event tiles around.
« Last Edit: April 22, 2014, 01:18:34 pm by DJ Omnimaga »
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Offline DJ Omnimaga

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Re: Some Reuben Quest art (new and old)
« Reply #57 on: May 15, 2014, 02:59:04 pm »


Assuming I didn't forget anything, this would be the Reuben 1+2 tile sheets (7 total). There appears to be enough space for more title screen material. Some monster tiles were slightly altered from the Reuben 2 data either to fit better within multiples of 8, or in the case of the golem, the Reuben 2 one was a downscaled version of the Lufia one, so I just picked a new copy at full size.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Sorunome

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Re: Some Reuben Quest art (new and old)
« Reply #58 on: May 15, 2014, 03:06:15 pm »
Wow, that is quite a lot!
Looking good :)

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Re: Some Reuben Quest art (new and old)
« Reply #59 on: May 15, 2014, 03:07:48 pm »
Yep, looking good! Guess I'll have to update this now...

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