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View topic - General Scroll Library (GSLib)

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  • Joined: 01 Jan 2014
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Post Posted: Mon Feb 26, 2018 3:43 am
Hi,

I got a chance to get back to this and checked notes, the above issue regarding column 0 being incorrect is intended. You want left most column hidden even on vertically scrolling games so you can scroll sprites on/off screen without them popping in to view.
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Post Posted: Mon Feb 26, 2018 3:47 am
A few minor updates.

    - Several bug fixes for UGT.
    - GUI Batch export option added for UGT. Export > Batch Export to GSLib.
    - Command line support added for batch processing.


Command line options support working with either tiled or image file.

tiled file
java -jar ugt.jar -tiledfile “C:\game\resources\jungle.tmx” -destination “C:\game\assets” -name stage1


image file
java -jar ugt.jar -imagefile “C:\game\resources\jungle.png” -destination “C:\game\assets” -name stage1


both produce 4 files at the supplied address; stage1_scrolltable.bin, stage1_metatiles.bin, stage1_tiles.bin, stage1_palette.bin


UGT is still not great. I highly recommend generating your own parsing tools tailored to your own game. You can find the scrolltable and metatile format in documentation provided with library. There is something better in the pipeline, hope to have more info soon.

Psidum
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  • Joined: 28 Jan 2017
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  • Location: Málaga, Spain
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Post Posted: Mon Feb 26, 2018 6:35 am
Hi!

Some questions as i am planning to test the lib replacing my own engine for yours one, mainly to testing speed.

Have you tested It on z88dk?
What RAM use overhead It has?

Regards

Edit: ok i answer myself reading the docs. Lets try this week. I Will need to make my own Converter as i need Groups of tiles to be adjacent , in order to update them with less calls.

Regards
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Post Posted: Wed Mar 07, 2018 1:46 pm
@psidum: is there any chance for an additional UGT feature to load Mappy's fmp file? (file format is here - in readme.txt)
I would like to avoid having to build a converter from Mappy to Tiled format...
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Post Posted: Thu Mar 08, 2018 7:32 am
I remember looking at this format before and getting confused. Will give it another go this weekend.

Having a quick look it would probably be best to directly parse to scrolltable and metatiles. Also are you using any of the user bits or collision bits?
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Post Posted: Thu Mar 08, 2018 9:12 am
I don't think I'll use those bits.
Anyway I was wondering if GSLib handles maps which are smaller than the screen in one of the two dimensions -for instance a 'tall' map where the width is 15 metatiles only (30 tiles)- o it should be 16x12 minimum?
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Post Posted: Fri Mar 09, 2018 2:21 pm
16x12 is the minimum for 1.0.

I plan to add support for the row and column locking in next version as well a few other things. Will do a write up about it shortly.
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Post Posted: Sun Mar 11, 2018 7:21 am
Sorry I can't do the mappy parser at the moment. I am rewriting some stuff on the tool side and will try to add it in but this won't be completed for a while yet.
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Post Posted: Sun Mar 11, 2018 12:18 pm
don't worry - I was just exploring the feasibility of porting an existing game. No rush :)
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Post Posted: Fri Jun 08, 2018 11:13 am
Last edited by sverx on Fri Jun 08, 2018 12:03 pm; edited 1 time in total
I've got a few questions about the library - if you psidum might shed some light for me :)

- What are the theoretical limits for the map size?
- How many different metatile can we have? (256 I guess...)
and finally
- Is it feasible to use it for just a section of the whole screen height? (imagine an horizontally scrolling game that has an HUD at the top and/or at the bottom of screen, which I'll keep at Hscroll=0...)

Thanks :)
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Post Posted: Fri Jun 08, 2018 11:52 am
You can't do HUDs and vertical scrolling at the same time. Any split scroll HUD has to be paired with single direction scrolling, unless you do some cunning tricks.
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Post Posted: Fri Jun 08, 2018 12:04 pm
I rephrased, because I meant to only scroll horizontally in that case - thanks!
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Post Posted: Fri Jun 08, 2018 12:12 pm
I suspect horizontal only ought to be a special case, not using a general two dimensional library... Then again, there are some games doing 2D scrolling with a HUD by scrolling by 8px vertically, which is another special case.
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Post Posted: Mon Jun 11, 2018 7:58 am
Indeed for horizontal scroll only I could write my own routines, but I'm lazy and psidum's lib is very good and fast thus if I can use that so much the better :D
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Post Posted: Tue Jun 19, 2018 11:09 pm
How do you change priority of a tile using this library?
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  • Joined: 08 Sep 2018
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Post Posted: Sat Sep 08, 2018 4:57 am
This actually saved one of my projects that I was debating on killing. I wish the collider stuff was ready, but I think I can at least handle that myself.
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Post Posted: Tue Nov 06, 2018 9:41 am
Maxim wrote
You can't do HUDs and vertical scrolling at the same time. Any split scroll HUD has to be paired with single direction scrolling, unless you do some cunning tricks.


So for example it would not be possible to do Gauntlet or Cool Spot (the versions of Master System I mean) like split screen with the library? How do those games perform that split screen effect?
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Post Posted: Tue Nov 06, 2018 10:42 am
I would say Cool Spot is swapping the current tilemap at midscreen [*], pointing to a completely empty one (tiles with only a plain background color) and over that background they use only sprites to 'build' the HUD.

[*] or the same tilemap, and they set plain tiles only at these locations.
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