Author Topic: Flickerless 4 Level GrayScale  (Read 6680 times)

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Offline TIfanx1999

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« Reply #15 on: February 02, 2008, 12:13:00 pm »
Hey Kevin, what calc did u emulate in the demo pic? Was it on the 83+ or the 83+ SE?

Offline DJ Omnimaga

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« Reply #16 on: February 02, 2008, 07:03:00 pm »
THis was on a regular 83+ because PindurTI only emulates the 82, 83 and 83+.

That said grayscale on WabbitEmu looks like grayscale on a TI-83+ that was downclocked to 1 MHz instead of 6 or worse, no matter the model emulated, which is why I have to stick to 83+ emulation for such things :(

I would try in TilEm but it stopped working since I have TiEmu GTK runtimes installed
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« Reply #17 on: February 04, 2008, 02:16:00 am »
I may be discontinuing my Nemesiat remake project, because the way i would like the map to look (see image attached to this post) will not work, because I have been spending about 3-40 hours trying to figure out an algorithm that could generate such tilemaps from a map stored into a picture, meant to only have two tiles at a time using this engine. This pic use 11 tiles for the map. The lil bush is meant to fill the space that is impossible to fill with the 10 other tiles, due to the way they are made. Such algorithm requiring to alternate from a tile to another and detecting if the tile above is walkonable or not, same for left/right/down, and only putting a bush if both above and lower or left and right tiles are walk onable, is way too much for my brain, even after trying to find it after 30 hours. I do not want to go 16x16 because I'm sure the tilemapper will kill the grayscale quality due to its slowness and I do not want to have sprites similar to ROL3 trees because they will look way too simple in grayscale and maps will be boring. I've tried to make good looking tree tiles in 8x8 grayscale and i failed. It never came out good. The only solution aside from the tilemap generator would be to convert the entire map into matrices manually but then it will defeat the point of my project to be as small as possible. I did calculations and all maps from Nemesiat together would make a total of 100 KB, compared to the current 3.8 KB

Unless someone can figure out how to make good looking 8x8 tree tiles (only the top of the tree) as well as good looking dungeon tiles or a better way to make the maps (which require no modifications of the map pictures) this project is dead.

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Offline TIfanx1999

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« Reply #18 on: February 04, 2008, 07:40:00 am »
Ill take a look see at it after work when i get home . Do you at least have some sample code?

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« Reply #19 on: February 04, 2008, 08:15:00 pm »
o.o what's wrong w/ those tiles?  I like them

and it sucks about TilEm,  I think the dependencies are kind of stupid since GTK seems to change all the time.

Offline DJ Omnimaga

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« Reply #20 on: February 04, 2008, 08:18:00 pm »
its not the tiles look that are the problem, but I cannot use them in such tilemapper.

I think I may give 16x16 tilemapper a try again, but last tiem I tried the 8x8 one with a big map with scrolling grayscale and the scrolling killed the grayscale literally. Maybe 16x16 would be faster tho since there would be less tiles to be displayed at once on the screen
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Offline kalan_vod

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« Reply #21 on: February 04, 2008, 08:55:00 pm »
Well you could make a converter to transpose the levels into the format needed, it would be a real shame if you didn't complete such a great masterpiece! Those sprites look sick! (as in awesome :P)

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« Reply #22 on: February 04, 2008, 09:53:00 pm »
well thats the problem, i spent 40 hours figuring out how to do that converter, and failed
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« Reply #23 on: February 17, 2008, 03:50:00 am »
Update: It seems the 16x16 tilemapper runs much faster than the 8x8 one. I guess it is probably due to the much lower amount of tiles being displayed on the screen at once. Since i could only do 16x16 gs tiles successfully, not 8x8 ones, I will have to rely on those 16x16 ones, and I will go with scrolling. The scrolling grayscale tilemapper quality is the equivalent of Reuben Quest walking engine, except that there is no quality drop while moving. It's only scrolling though. No collision detection, no walking engine. It seems to run pretty fast though (approx 8 frames per second), so hopefully maybe I could increase the quality at the cost of some speed. The sure thing is that the game will require a SE or a 84+ to run though, else either the grayscale will look bad or the game will be slow.
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Offline TIfanx1999

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« Reply #24 on: February 17, 2008, 01:52:00 pm »
Very, nice. You should post the 8xk or a vid of how it looks atm. :)

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« Reply #25 on: February 17, 2008, 03:14:00 pm »
nah it's not 8xk, it's 8xp + 8xi files. I will prbly post a video of it when i am done. Not a screenshot from PTI/wabbit because the grayscale looks ugly in those
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Offline TIfanx1999

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« Reply #26 on: February 17, 2008, 03:50:00 pm »
Alright, that sounds good. I agree, BASIC grayscale doesnt look right on emus. :)

Offline kalan_vod

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« Reply #27 on: February 18, 2008, 02:06:00 am »
Can not wait to see this progress via SS :P (vid)

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« Reply #28 on: February 18, 2008, 03:33:00 pm »

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Offline kalan_vod

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« Reply #29 on: February 18, 2008, 04:30:00 pm »
OMG, that is some fast scrolling! Nice tiles too! O.o, I am in love ;)