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- Joined: 25 Feb 2006
- Posts: 583
- Location: Belo Horizonte, MG, Brazil
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Posted: Mon Apr 06, 2020 9:43 pm
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It looks amazing! ;)
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- Joined: 21 Mar 2016
- Posts: 18
- Location: Brisbane, Australia
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Posted: Mon Apr 06, 2020 10:02 pm
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Kagesan wrote You lost me at 'open world'. Good luck with your project, though. The engine being capable of making open worlds doesn't necessarily mean you can't make a game without an open world.
Yuguzu: Looking awesome. Am I seeing seamless partial pattern table loading?
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- Joined: 18 Jul 2019
- Posts: 30
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Posted: Mon Apr 06, 2020 10:35 pm
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surt wrote Am I seeing seamless partial pattern table loading?
I have to admit, I don't know. :D What do you mean by "partial pattern table"? The 2 things I load seamlessly are palettes and tilesets.
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- Joined: 21 Mar 2016
- Posts: 18
- Location: Brisbane, Australia
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Posted: Mon Apr 06, 2020 10:55 pm
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Yeah, loading in a bit of the tileset at a time so you can change parts that are offscreen.
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- Joined: 21 Oct 2015
- Posts: 227
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Posted: Mon Apr 06, 2020 11:42 pm
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Nice!!!
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- Joined: 05 Sep 2013
- Posts: 2816
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Posted: Tue Apr 07, 2020 10:58 am
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Yuguzu wrote The 2 things I load seamlessly are palettes and tilesets.
care to explain a bit how you handle that? :)
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- Joined: 18 Jul 2019
- Posts: 30
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Posted: Tue Apr 07, 2020 11:55 am
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sverx wrote Yuguzu wrote The 2 things I load seamlessly are palettes and tilesets.
care to explain a bit how you handle that? :)
When I detect a different biome(tileset) ahead I begin the loading process.
Biomes' indexes are located in the map structure.
To load the new tiles I use a trick. :) Since I don't have to animate the main sprite each frame, I use those frames to load tiles. 8 tiles per frame.
Sorry, I'm not very good at explaining things with words.
Let say you have 2 biomes.
Biome0 is the current biome.
Biome1 is the next biomes.
Step 1: I load the first half of the Biome1's tileset in the second half of the vram(SMS_VDPVRAMWrite+128*32)
I load the first 8 colors of Biom1's palette in the second half of the background palette.
Step 2: I load the second half of the Biome1's tileset in the first half of the vram(SMS_VDPVRAMWrite+0)
I load the remaining colors of Biom1's palette in the first half of the background palette.
If I go back, I do the exact opposite with Biome0.
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- Joined: 05 Sep 2013
- Posts: 2816
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Posted: Tue Apr 07, 2020 1:53 pm
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this is interesting, I think I understand your explanation
so the two tilesets could co-exist on screen only when the tiles are using half palette, as you're not using sprite palette for background, right?
also I suspect you can't have three tilesets, at least not co-existing
still, very nice! :)
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- Site Admin
- Joined: 19 Oct 1999
- Posts: 13504
- Location: London
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Posted: Tue Apr 07, 2020 3:21 pm
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I think it requires you to design your areas to have "portals" with this half-palette half-tileset to allow transitioning, and you also can only "portal" between areas with the "portal" tiles using opposite halves of the VRAM/palette - but that is not really much different than modern FPSes with long, plain corridors to run down as the game loads in the assets for the next area.
It seems this "game maker" is focusing on becoming a platform game maker with very large areas, which makes sense as you can't have an engine that does everything. However I think it would be good to focus on some of the specifics to get a completed game rather than just the interesting parts. For example, could I recreate Alex Kidd in Miracle World or Super Mario Bros in this engine? If not, whats missing?
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- Joined: 18 Jul 2019
- Posts: 30
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Posted: Tue Apr 07, 2020 7:58 pm
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sverx wrote so the two tilesets could co-exist on screen only when the tiles are using half palette, as you're not using sprite palette for background, right?
Yes. :)
Maxim wrote whats missing?
A lot of work needs to be done. I'm just getting started here. :)
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lester64652373
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I love it BUT!!!!!
Posted: Sun May 03, 2020 6:21 pm
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What if you could create your game and output a code listing in 100% Z80 machine language with commenting.
That way you can fine tune the whole game.
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