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Lillapojkenpåön

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Posts posted by Lillapojkenpåön


  1. Can I use a 320B sprite on a 160A background?

     

    It compiles and has the correct size but I can't get the colors right

    I'm guessing "pairs of pixels" means you can only change color every other horisontal pixel, so the colors are still 160A resolution and only the horisontal pixels increase with 320B?

    I made a 16x16 sprite and colored it with 2-pixel wide columns of three random colors + 1 transparant column just to try it

    but it shows up as black, blue, black, transparant

     

    Does it not work, or am I doing it wrong?

     

    How do I incgraphic with 320B

     

      incgraphic playerSprite.png 320B 0 1 2 3 1

      incgraphic playerSprite.png 320B 0 1 2 3  ;and only chose palette when plotting?

      incgraphic playerSprite.png 320B 4 5 6 7


  2.    plotvalue scoredigits_8_wide 3 charValue 6 5 24

     

       that shows it as hex in the two digits to the left

     

     

     

    if I want to see it as decimal and to the right how would I do it? This only shows the same value everywhere

     

    score0 = charValue

    plotvalue scoredigits_8_wide 3 score0 6 5 24

     

     

    basically I just want to know how to show a decimal value in my score when I need to?

     

     


  3. I just started doing something like that, I think the NES has nametable A and nametable B and when you scroll it goes A B A B A B... and you update the one that's not visable

     

     dim tilemap = $2200 ;A (visable area)

     dim tilemap2 = $23E0 ;B

     

    If you can shift that data like how you scroll on 2600, then when you have shifted the entire B screen into A, you can just copy the next screen into B, maybe?

     

    But if you wanted to scroll both left and right you would have to have three areas I think, A B C, would that work?

     

     

     

    Does making your levels with alphachars take less space than the tiled map or same thing?


  4. 2 hours ago, Mord said:

    If your map can make do with one palette it would be easier to just do the larger map and use plotmap. Horizontal scrolling at the very least becomes pretty easy that way. 

    But wouldn't I just be able to scroll between 0-255, that's a very very small distance to scroll, right?

     

    The visable tiles I have in ram at $2200, for the tile collision checks to work I feel like I have to scroll that memory, and fetch a little bit of new data from a bigger map for the side columns or a buffer outside the visable area or something like that?

     


  5. Is this just one way of doing it?

    Could I use the same technique but scroll one pixel a frame and with colors?

     

    At first I thought I could make a big level in tiled and just use x and y variables in the plotmap command to scroll around, but that wouldn't be able to scroll very far would it, if it even works.


  6. I'm trying to do tile collision the simplest way, the map is in ROM, but I just get the same value wherever I check

     

     

     

       temp1 = playerX / 4

       temp2 = playerY / 8

       lookupchar = peekchar( tiledMap4x8, temp1, temp2, 40, 24 )

     

     

        temp4 = converttobcd(lookupchar) 

        plotvalue font 3 temp4 2 24 8

     

     

    Just says 18 everywhere when I move the player around? 

    What am I doing wrong?


  7. 8 hours ago, Mord said:

     

    The quickscore code was a complete sample program.  If you copied the entire thing to your own code there's possibly conflicts in the dims and characterset/imports going on?  Compiling the example.78b on it's own gives a proper output.  If you're using your own font, it would have to be designed similarly to what's in the example (digits first in particular.)

    Thanks, I'm using the same font, at first the screen was completely scrambled, so I did the characterset right before when they were needed

     

     characterset testsprite

         plotmap tiledMap4colors 0 0 0 20 12 0 0 40

         plotmap tiledMap4colors 0 80 0 20 12 20 0 40

     

     characterset font

     plotchars '1up' 3 20 3 3

     plotchars scoreText0 3 12 4 6 

     

    That made the background good but not the font apparently, do I need to re-draw the font in my tileset and only do one characterset or can I use it like I do?

     

    8 hours ago, Mord said:

    I believe the example also requires the digits/fonts to be added to the bank first so the math will hold up, if you have other graphics being added.  In the example there's only the 1 graphic/font being included anyway.

    I don't understand what you mean, "added to the bank" especially? Could you try to explain in other words?

     

    I tried doing the

     incgraphic font.png 160A

    first thing in my code

     

    that made the 6 digits show up, 010101, 

    then I changed 160A to 160B in the incgraphic, and that made the text say 1up but now only shows the first 3 digits, 000,

     

    So it's allmost working now, except only 3 digits?

    I tried to change 1up to "score" but it also only shows first 3 letters, I both changed the number_of_chars parameter and removed it, no luck.

     

     

     

     


  8. 27 minutes ago, Mord said:

     

    The process to create the tiled maps are the same however you have to remember the width of a 160B sprite is half the width of a 160A sprite. If your tiled map is still assuming 8 pixel wide tiles from the 160A sample, then it's going to cause 7800Basic to do exactly what you saw happen.  You'll have to adjust the tile sizes on your map in Tiled to width of 4 from 8 before exporting it.

     

    That makes my map 40 columns wide, but 32 is the highest to choose when plotting, so would making two maps and plotting them next to eachother be a good choice?

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