Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: FinaleTI on August 05, 2010, 04:06:15 pm

Title: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: FinaleTI on August 05, 2010, 04:06:15 pm
Here's something I made awhile ago for Pokemon TI and figured maybe someone else can use it, as I am not currently working on Pokemon because of Nostalgia and I don't see myself being able to make any entry for the Cemetech contest. This requires Celtic III or DoorsCS 7 and will not work with xLib.

Included in the zip is:
AATALK - Demo npc/sign interactivity program
AAWALK - Movement Engine
APKMAP - Program holding demo map of Pallet Town
APPIC - Picture viewer
All the pics. They are all hacked, so you'll have to group them to send them to your calc. You can just drag and drop them into wabbit, though. Just send all the pics to the archive. If some tiles glitch up, try unarchiving some of the pics, because this can happen with Celtic sometimes.

Here's a screenshot of the engine in action:
(http://i893.photobucket.com/albums/ac139/FinaleTI/AAWALK.gif)

And here's a screenshot of the picture viewer in action:
(http://i893.photobucket.com/albums/ac139/FinaleTI/APPIC.gif)

The picture viewer is to help you organize and reference your tiles easier. It currently assumes you have 5 sheets of tiles. You can change this if you'd like.
Also, by pressing 2nd, you can see the index number of any tile in the current sheet.

The map is easy to make, you simply make a matrix map like you normally would for the real(2 command. The engine currently uses 16x16 tiles.

In order to give the illusion of the player being masked over a tile while walking around, you have to organize your tileset like this for all walkonable tiles:
(http://i893.photobucket.com/albums/ac139/FinaleTI/Tilesetup.jpg)

You don't have to organize them that cleanly, as long as the character sprites come right after the tile and are in the correct order.
I recommend making the tiles on the computer then using nitacku's multi-level greyscale renderer to get them into the correct format.
The engine will then check what tile you are currently on and your direction and use that to fetch the appropriate direction masked over the terrain.

I hope someone else finds this useful. But, please give me credit for this because I worked really hard on it.  :)
Please let me know if you have any problems with this.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: yunhua98 on August 05, 2010, 04:09:30 pm
That's really nice!  Is the Character going to have a walking animation?  I know you're not working on this right now, but I'm just curious.

EDIT:  Those graphics are epic!
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: FinaleTI on August 05, 2010, 04:12:38 pm
The engine is already kinda slow, so the animation would slow it down more and it would require some more shuffling of tiles; but if you or someone else wants to add it, that's fine.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: yunhua98 on August 05, 2010, 04:16:43 pm
Wait, are you still working on this?
I don't really mind if there isn't a walking animation, I as just curios since the sprite sheet has three sprites for each direction.
Still, this is epic and the main thing in pokemon isn't walking anyway.  :P

keep up the good work, when the Contest is over!  (Unless you're stopping it.)  :(

/me hopes not...
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: FinaleTI on August 05, 2010, 04:23:30 pm
I might work on this in the future, but Pokemon is on hold right now because of Nostalgia.
The reason there is 3 sets of the character in the pic is because he's masked over three different terrains.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: yunhua98 on August 05, 2010, 04:26:39 pm
oh, ok, thanks for the info.
I'm actually glad you're doing Nostalgia first.  (Not that you have a choice since you're entering the contest)  Since it's gotta be shorter than Pokemon, which means a great game out earlier than Pokemon would be, though both are great games.  And most of us know Pokemon, whereas you made Nostalgia.  ;)

EDIT:  a bit offtopic, but how is Nostalgia in terms of memory?  As in do you think you can fit it into a single app?
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: MRide on August 05, 2010, 07:17:20 pm
Wow.  The graphics are great.  How good is the grayscale on calc?
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: FinaleTI on August 05, 2010, 08:54:57 pm
The greyscale is pretty good on-calc. It's a tad more flickery than in emulation, but I always make it so it looks good on-calc. Adjusting your contrast to about 20 or 21 with real(5 can help soften the scanlines, but it may also soften the black, so that's up to you. Actually, I believe the attached demo temporarily sets the contrast to 20 while it's running, so you can see the effect in action.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: meishe91 on August 05, 2010, 11:20:56 pm
That is really cool! I know absolutely nothing about programming with xLib or Celtic so I would be completely useless if someone wanted help with that :P But very nice job, Finale. It shows that you put a lot of work into it.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: SirCmpwn on August 05, 2010, 11:32:23 pm
Woah.
That is the coolest TI Basic thing I have seen in a *long* time.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: TIfanx1999 on August 05, 2010, 11:37:23 pm
Ah, I remember this from over at UTI, good stuff. For those viewing the screenies it actually runs a bit faster on calc. Dunno why, but these particular Gif's are a little slow. :)
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: MRide on August 06, 2010, 09:56:41 am
I don't know much about xLib/Celtic, same as meishe, but I can really appreciate this.  Is this only runnable on TI 83+SE and TI 84 series due to speed limitations?
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: FinaleTI on August 06, 2010, 10:20:13 am
@MRide: I haven't tested it on an regular TI-83+, because I seem to have misplaced mine. It should run though. Don't know about the speed.
@Art_of_Camelot: You're right. The screenies are kinda slow. Maybe I had the frame-rate too high?
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: meishe91 on August 06, 2010, 11:54:30 am
@MRide: I haven't tested it on an regular TI-83+, because I seem to have misplaced mine. It should run though. Don't know about the speed.
@Art_of_Camelot: You're right. The screenies are kinda slow. Maybe I had the frame-rate too high?

The screenshots might be slow because of the browser being used. I know they tend to run slow in IE and Chrome. FireFox (and I think Opera?) tend to do the best job with them. I don't know about Safari.

Plus I think things just tend to run faster on the calculator than in Wabbit.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: TIfanx1999 on August 06, 2010, 12:06:09 pm
Nah, it isn't the browser. I use Firefox.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: meishe91 on August 06, 2010, 12:07:14 pm
Ah, ok. Well then it's the "things tend to run faster on the calculator than in Wabbit" thing.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: DJ Omnimaga on August 06, 2010, 10:00:06 pm
I remember seeing this and it looked awesome :D

I wonder if the engine could be speeded up in some ways or if it's due to the grayscale? I made a 4 level grayscale map engine once and it ran at 2 FPS on a SE calculator (I could have made it faster but I had the grayscale so it looks almost flickerless), but it had no masking and no scrolling. I also lost the entire engine :( (it was back in late 2008 and was meant to be included with Nitacku grayscale ditherer)
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: SirCmpwn on August 06, 2010, 10:59:43 pm
Why is it that Pallet Town seems to be the standard for tilemap demos?  lol
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: ztrumpet on August 07, 2010, 07:06:47 pm
Why is it that Pallet Town seems to be the standard for tilemap demos?  lol
lol
It's because it's easily recognizable because everyone uses it for tilemap demos. :P
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: FinaleTI on August 07, 2010, 07:08:07 pm
That, and I was using this for Pokemon, so Pallet Town is one of the first maps you reach.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: DJ Omnimaga on August 08, 2010, 05:46:07 pm
He has been working on a Pokémon game for a while. I remember while lurking on UTI last Summer. Somebody else was working on one too, but he seems to have vanished.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: FinaleTI on August 30, 2010, 07:26:04 pm
This is just an attachment so I can link it to Kerm to help with the DCS7 LineRead bug.
I figured this would be a good thread to put it in since my scrolling map engine has the same problem.
Title: Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
Post by: DJ Omnimaga on August 31, 2010, 03:28:27 am
Mhmm I see. On a side note I really need to try that tilemapper using DCS. I wonder how the speed compares with xLIB. Some DCS stuff runs slightly faster I think.