Author Topic: Xeverion  (Read 18406 times)

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Offline Aichi

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Re: Xeverion
« Reply #15 on: November 07, 2010, 05:04:52 am »
I tried to compile my code as an app, but there is a strange bug.
I can execute the app just one time, then the program exits by itself after a frame.
Screen and Source attached.

ASHBAD_ALVIN

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Re: Xeverion
« Reply #16 on: November 07, 2010, 08:52:16 am »
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?
This is a 6Mhz screenie. The game will be faster, so the grayscale will be looking smoother.
And yes, for now I refresh the screen every frame.


I suggest you don't do that every frame.  In RandC, I only refresh the screen after something happens (a cursor move, message, etc.) and I have found it results in absolutely perfect grayscale ')

EDIT: 111 from the number ;)
« Last Edit: November 07, 2010, 08:52:49 am by ASHBAD_ALVIN »

Offline squidgetx

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Re: Xeverion
« Reply #17 on: November 07, 2010, 10:20:06 am »
I tried to compile my code as an app, but there is a strange bug.
I can execute the app just one time, then the program exits by itself after a frame.
Screen and Source attached.


Make sure you aren't writing data to any static pointers like GDBXXX, PicXXX, or StrXXX after they're defined. And make sure at the beginning of the program, you initialize all your variables that you're going to be using--that could be why it quits after the first run.
« Last Edit: November 07, 2010, 10:32:54 am by squidgetx »

Offline Aichi

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Re: Xeverion
« Reply #18 on: November 07, 2010, 10:31:33 am »
I tried to compile my code as an app, but there is a strange bug.
I can execute the app just one time, then the program exits by itself after a frame.
Screen and Source attached.


Make sure you aren't writing data to any static pointers like GDBXXX, PicXXX, or StrXXX. And make sure at the beginning of the program, you initialize all your variables--that could be why it quits after the first run.
It works since I added 0→A→B→C→D→E→F→G... ,thanks. :>

Offline DJ Omnimaga

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Re: Xeverion
« Reply #19 on: November 07, 2010, 01:19:35 pm »
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?
This is a 6Mhz screenie. The game will be faster, so the grayscale will be looking smoother.
And yes, for now I refresh the screen every frame.


I suggest you don't do that every frame.  In RandC, I only refresh the screen after something happens (a cursor move, message, etc.) and I have found it results in absolutely perfect grayscale ')

Yeah I agree. The only issue is that he will have no choice for when there is scrolling (although I think he can just scroll the screen 16 pixels then draw the missing column/row of sprites, but I'm not sure if that's any faster).

Offline Aichi

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Re: Xeverion
« Reply #20 on: November 07, 2010, 06:06:54 pm »
Okay, here is a little update:
The interface shows basic infos about the selected character and I moved
the data from the app to an external program.

Also, I read some stuff about Fire Emblem and planned a lot.
Here is the current character structure. It would be nice, if you suggest additional properties.
Code: [Select]
Character Structure
+000 - Level
+001 - Experience
+002 - Experience Max
+003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move)
+004 - Position X
+005 - Position Y
+006 - HP
+007 - HP Max
+008 - Item 1 Number
+009 - Item 1 Property
+010 - Item 2 Number
+011 - Item 2 Property
+012 - Item 3 Number
+013 - Item 3 Property
+014 - Item 4 Number
+015 - Item 4 Property
+016 - Item 5 Number
+017 - Item 5 Property
+018 - Current Weapon
+019 - Nimbleness (How far he can walk per round)
+020 - Class
+021 - ATK
+022 - M ATK
+023 - DEF
+024 - M DEF
+025 - Speed
+026 - Weapon 1 Class
+027 - Weapon 1 Rank
+028 - Weapon 1 Exp
+029 - Weapon 2 Class
+030 - Weapon 2 Rank
+031 - Weapon 2 Exp
+032 - Change Counter (For Laguz')
+033 - Change Counter Max
+034 - Change - When he is transforming
+035 - Poisoned
+036 - Sleeping
+037 - Tile Link
+038 - Weight

Offline Hot_Dog

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Re: Xeverion
« Reply #21 on: November 07, 2010, 06:45:24 pm »
Wow, nice screenie!

ASHBAD_ALVIN

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Re: Xeverion
« Reply #22 on: November 07, 2010, 07:47:07 pm »
I agree.  Very nice work!!! :D :D :D

Offline DJ Omnimaga

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Re: Xeverion
« Reply #23 on: November 07, 2010, 09:28:58 pm »
Nice :D

ANy luck fixing the slow grayscale by the way?

Offline Aichi

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Re: Xeverion
« Reply #24 on: November 08, 2010, 11:40:35 am »
Nice :D

ANy luck fixing the slow grayscale by the way?
I have not done so yet.
Anyway, I am not sure wether I want to make the GS constant.
I pretty like the "animated grayscale" that fills out the interface box.

Offline ztrumpet

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Re: Xeverion
« Reply #25 on: November 08, 2010, 11:45:06 am »
Nice job, this looks cool!  Good luck. :)

Offline AngelFish

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Re: Xeverion
« Reply #26 on: November 08, 2010, 12:20:45 pm »
Also, I read some stuff about Fire Emblem and planned a lot.
Here is the current character structure. It would be nice, if you suggest additional properties.
Spoiler For Spoiler:
Code: [Select]
Character Structure
+000 - Level
+001 - Experience
+002 - Experience Max
+003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move)
+004 - Position X
+005 - Position Y
+006 - HP
+007 - HP Max
+008 - Item 1 Number
+009 - Item 1 Property
+010 - Item 2 Number
+011 - Item 2 Property
+012 - Item 3 Number
+013 - Item 3 Property
+014 - Item 4 Number
+015 - Item 4 Property
+016 - Item 5 Number
+017 - Item 5 Property
+018 - Current Weapon
+019 - Nimbleness (How far he can walk per round)
+020 - Class
+021 - ATK
+022 - M ATK
+023 - DEF
+024 - M DEF
+025 - Speed
+026 - Weapon 1 Class
+027 - Weapon 1 Rank
+028 - Weapon 1 Exp
+029 - Weapon 2 Class
+030 - Weapon 2 Rank
+031 - Weapon 2 Exp
+032 - Change Counter (For Laguz')
+033 - Change Counter Max
+034 - Change - When he is transforming
+035 - Poisoned
+036 - Sleeping
+037 - Tile Link
+038 - Weight

Wow, that's a lot of properties to record. Is this going to be an app? If it isn't, I can't see how you'll stay under the 8kb limit if you're using If: statements to register the properties.

It's looking great though.
« Last Edit: November 08, 2010, 12:21:54 pm by Qwerty.55 »
∂²Ψ    -(2m(V(x)-E)Ψ
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Offline Aichi

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Re: Xeverion
« Reply #27 on: November 08, 2010, 02:26:23 pm »
Update!

- Smooth Grayscale while no key is pressed
- All Tiles are 4Lv Grayscale now, what is looking pretty nice. :o



Also, I read some stuff about Fire Emblem and planned a lot.
Here is the current character structure. It would be nice, if you suggest additional properties.
Spoiler For Spoiler:
Code: [Select]
Character Structure
+000 - Level
+001 - Experience
+002 - Experience Max
+003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move)
+004 - Position X
+005 - Position Y
+006 - HP
+007 - HP Max
+008 - Item 1 Number
+009 - Item 1 Property
+010 - Item 2 Number
+011 - Item 2 Property
+012 - Item 3 Number
+013 - Item 3 Property
+014 - Item 4 Number
+015 - Item 4 Property
+016 - Item 5 Number
+017 - Item 5 Property
+018 - Current Weapon
+019 - Nimbleness (How far he can walk per round)
+020 - Class
+021 - ATK
+022 - M ATK
+023 - DEF
+024 - M DEF
+025 - Speed
+026 - Weapon 1 Class
+027 - Weapon 1 Rank
+028 - Weapon 1 Exp
+029 - Weapon 2 Class
+030 - Weapon 2 Rank
+031 - Weapon 2 Exp
+032 - Change Counter (For Laguz')
+033 - Change Counter Max
+034 - Change - When he is transforming
+035 - Poisoned
+036 - Sleeping
+037 - Tile Link
+038 - Weight

Wow, that's a lot of properties to record. Is this going to be an app? If it isn't, I can't see how you'll stay under the 8kb limit if you're using If: statements to register the properties.

It's looking great though.

There will be ~25 Characters having this structure, So it is just 975 bytes for the characters. This data is stored in a external program. If I get trouble with the data size, I would use multiple programs.

Offline DJ Omnimaga

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Re: Xeverion
« Reply #28 on: November 08, 2010, 02:32:42 pm »
Awesome! Nice job on the game so far and the graphics fits pretty well :D

Offline Ranman

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Re: Xeverion
« Reply #29 on: November 08, 2010, 02:40:00 pm »
Lookin' great Aichi.

Will the main character move around the map or will he remain in the center of the screen while the map moves underneath him (like in Ultima V)?
Ranman
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