[url=http://8times8.host56.com/?p=98][img]http://tinyurl.com/orcpbkp[/img][/url]
I'M glad you still had some sort of backup. Anyway glad you fixed the bugs.I lost the source, but not the includes :) Now I will focus on cleaning up some code and perhaps the map engine.
Good to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol XD *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.The game source and boss sprites are gonna take up a lot of memory, so I decided not to have a huge map like a metroid game. Once the rooms are stuffed with enemies you won't get trough quickly so I hope that works. Otherwise I will simply expand the map (reusing the same rooms in the process of course)
Yeah I understand. I was more wondering how many times each map were used and how much variety there was.Good to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol XD *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.The game source and boss sprites are gonna take up a lot of memory, so I decided not to have a huge map like a metroid game. Once the rooms are stuffed with enemies you won't get trough quickly so I hope that works. Otherwise I will simply expand the map (reusing the same rooms in the process of course)
I already use this half byte compression. The original game has around 20 tiles and 4 bits can only store 0-15 this means that one tileset for the normal stages and one for the boss stages is enough. This means that I can store all tileset information in 96/8=12 bytesYeah I understand. I was more wondering how many times each map were used and how much variety there was.Good to hear this is still alive and I guess it's a good idea to re-use rooms to save space. I think that's what they did in the NES Metroid. Just make sure that every room won't always look the exact same though lol XD *cough*mana force 1*cough*. In Illusiat 13 for example I have a huge desert somewhere that is not very complex so I just used a few dozen different nearly empty maps for all 200+ desert map chunks. Also most houses and shops re-use the same maps over and over. The rest of the game in general uses different data for every 16x8 map, though.The game source and boss sprites are gonna take up a lot of memory, so I decided not to have a huge map like a metroid game. Once the rooms are stuffed with enemies you won't get trough quickly so I hope that works. Otherwise I will simply expand the map (reusing the same rooms in the process of course)
By the way if you use half-byte or bit-based compression, you could also switch sprite palettes across dungeons/stages, so you can re-used the same rooms over and over, but with different tiles. This is kinda what I did in Illusiat 7 and 11 for the elemental dungeons. You just need to make sure for example that your game doesn't have only 8 kind of maps possible across 200 rooms, else it might get too repetitive. I guess if you do like the NES Metroid you should be fine, though.
That's good. :) Usually you have enough tiles slots for such game anyway. And if you reach a different area, just switch to a different palette and you're set! :)I need 16 tiles per map since I have certain solid objects in my game such as doors, pipes, dirt and other destroyable blocks. I also use tiles to place enemies. I can save a lot of memory by doing that.
In Illusiat series you usually could use only two tile per map because the tilemap info was stored in pictures (every 16x8 map took 16 bytes of RAM) and in some occasions, when reaching a different area of a map the tiles would change, like if you reached a different place, but in fact it was still the same map data. Another example is the Reign of Legends 3 elemental dungeons. Maps were stored in pics and only 3 tile per screen could be used (2 for dynamically-generated walls or cliffs and 1 for the floor). You can see the 4 maps among the others in the middle of this pic (http://www.omnimaga.org/index.php?action=dlattach;topic=8909.0;attach=8106;image) (warning: spoilers!)
Yeah I know I was just stating about my example. Enemies are included in the tile count too though? ??? Does it mean enemies are part of the tilemap (and thus, cannot move)?Nope that is not the case. I use so called "enemie tiles" to set the position of the enemies. Once the tilemap is loaded from the appvar the enemies from the enemie set are placed on those tiles. These tiles are treated like if they where not there by the collision engines.
In Hero Core you save your game at a floppy disk icon. Therefore I thought it was fitting to back up my coding progress on this 3,5 inch disk.
You are lucky, you still have a working computer that has a floppy drive. D:Actually: I had to put it in there myself since it did not come with one. I once got 8 3,5inch diskette drives from someone and I spraypainted one black to match my pc's color. Luckily my motherboard still has a header for it.
You are lucky, you still have a working computer that has a floppy drive. D:My old dinasaur had a floppy drive but it was broken :/
I was just curious, because you showed sfx working in the video before you said you were working on the music engine that required timid. I thought perhaps the two were independent.It is not possible to have TIMID sound and sound coming directly from the linkport simultaneously. I need both I/O lines for communication.