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Lillapojkenpåön

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Everything posted by Lillapojkenpåön

  1. Ok, with the graphics I make in the sprite editor I sometimes can clearly see that the darkest and brightest colors should be flipped when I run it, my palettes are allways darkest to brightest, so I switch the 1 and 3 in the incgraphic, and it's still not right, can that even happen or am I going colorblind?
  2. Some of the graphics in the 7800 basic samples are one line taller than what's going to be displayed, and have one pixel of all the colors used in the graphic on that extra line, I was just wondering if that's how the color 1-3 gets decided, in the order they are encountered from the bottom and probably left to right, if that's the case it would maybe be nice to have a checkbox option in the sprite editor to add that extra color index line when you select the size, if that's even why that line is there?
  3. DAMN!! I did start doing that, but I couldn't get the sprites to look good at all, your sprites look amazing! If you want to share the graphics or allow me to rip-off what I see, and don't intend to port the demo yourself, I can finish it in 160 mode. Where can I learn about kangaroo mode? I've never heard of it.
  4. This is my first gamelike thing in 7800 basic, a port of Shiru's Chase for the NES It's not much of a game and I'm abandoning it, but great for learning 7800 basic It wasn't very well suited for 320B mode, the two restricted colors are barely used, and then you only have four left, I would have really liked one more color so the sprites could be solid and outlined with black instead of transparant in those place. Thanks for all the help everybody! EDIT: Not abandoned anymore, continued in 160 mode. LATEST
  5. Why doesn't this work? incgraphic playerSprite16x16.png 320B 0 0 3 2 incgraphic playerSprite16x16_2.png 320B 0 0 3 2 frameCounter = frameCounter + 1 if frameCounter = 60 then frameCounter = 0 : frame{0} = !frame{0} plotsprite playerSprite16x16 4 playerX playerY frame 2 first frame is good, second frame is half frame 0 and half frame 1, like inbetween them, tallsprite options doesn't improve it putting the frames next to each other in one png doesn't work and putting them under each other in one tall sprite gives the same result as this. My zoneheight is eight and my sprite is 16 pixels tall.
  6. hmm, something is weird, I'm using the same code that worked in my 160A project, but something is wrong with the numbers it works something like this for collisions with the foreground tiles const playerHeight = 16 const playerWidth = 16 const playerHeightMinusOne = 15 const playerWidthMinusOne = 15 const tileHeight = 8 const tileWidth = 8 const tileHeightMask = %00000111 const tileWidthMask = %00000111 if !joy0right then skipRight playerX = playerX + 1 temp7 = playerX & tileWidthMask ; how far into the current column are we x = (playerX + playerWidth) / tileWidth y = playerY / tileHeight charValue = peekchar( tilemap, x, y, 28, 28 ) ; top right if charValue > bgTile then playerX = playerX - temp7 : goto skipRight y = (playerY + playerHeightMinusOne) / tileHeight charValue = peekchar( tilemap, x, y, 28, 28 ) ; bottom right if charValue > bgTile then playerX = playerX - temp7 skipRight The constants are correct, and up and down seems to work as it should, but when going right as in this case, it's as if the maze is exactly twice as wide as it actually is, you don't collide with the right wall until you're way outside it, I would have thought that the fix would be changing the tilewidth constant from 8 to 4, even though I don't get why when my tiles are 8 pixels wide, but that's not it, not only atleast.. since I start plotting my tilemap 48 pixels from the left, do I need to take that into account with peekchar? plotmapfile tiledMap28x28.tmx tilemap 24 0 28 28 ; 24 = 48 pixels because doublewide, i think? I think it's some combination of those two things and the fact that I don't fully get things yet, like for example there still only seems to be 160 horisontal positions for sprites in 320 mode. oh with that in mind I just changed these const playerWidth = 8 const playerWidthMinusOne = 7 const tileWidth = 4 const tileWidthMask = %00000011 and it gives the correct collisions but offset by 48 pixels as I suspected, I'm gonna eat something and solve this before I even post my question.. BOOM! const screenOffset = 24 x = ((playerX - screenOffset) + playerWidth) / tileWidth
  7. Is there some easy way to figure our what charvalue a certain character has? You can count but they don't seem to start from 0
  8. Thanks for looking. Yes, when I said "graphics thingy" I meant block, those purple tiles in the maze should be dots so it's still not working right, I think they are not in the same block but I don't know what to do about it? This makes the tilemap display correct, but the text dissapear incgraphic newTiles8x8.png 320B 0 2 3 1 0 incgraphic dots.png 320B 0 2 3 1 4 incgraphic atascii.png 320B 0 2 characterset newTiles8x8 incmapfile tiledMap28x28.tmx ;characterset atascii alphachars ASCII
  9. It's the second time something similar happens to me, in my 160A experiment I had to do different characterset before plotting them, then it just started working with one, don't know what changed? 320B source.rar
  10. I used atascii instead, display correct, but that turned my dot tiles into numbers, is that text to big so it pushes the dots out of the graphics thingy? How do I fix it?
  11. Has anybody experienced the last row of each letter not being visable when plotting text, so that E looks like F, I look like a T etc? this is all the code related to the text incgraphic alphabet_8_wide.png 320B 0 2 3 3 4 characterset alphabet_8_wide alphachars ' abcdefghijklmnopqrstuvwxyz.!?' plotchars 'abcdefghij' 4 20 0 10
  12. Do you know if there's a way to resize an allready drawn map, or if you can move big chunks of placed tiles on the map in tiled, those would be nice features
  13. cool, thanks! didn't know you could do that, the game would eventually have fullscreen levels tho, but atleast I can test how far I can push it
  14. 320B source.rar vscode didn't give me an option to save it as 7800 basic, so I saved it as batari basic a 16x16 sprite shouldn't be a problem right? or do I need to split that one up also?
  15. I'm using doublewide and zoneheight 8, bummer, this mode seemed promising
  16. there's just my map and a sprite on the screen weird.a78 the pacman mouth is also something weird, the sprite is just a solid square
  17. what might be the problem if my sprite flickers and appear to be dissapearing behind some zones when moving up and down?
  18. That sounds not good, what's the A78 file? maybe that's the one I'm suppose to share? Thanks for all the valuable information, I appreciate it, I would have given up on myself a long time ago
  19. I'm using doublewide on now and 8x8 tiles, Doesn't seem to result in doublewide pixels like 160, I think it's just a confusing name 320B doublewide on.bin
  20. Thanks, that's kind of how I thought about it, but then you wrote this Which indicates it also doubles the pixel width, I never noticed any pixel width change with 160A and having doublewide on or off, but maybe it's hard to notice, or only doubles it in 320 mode? I got my playfield displaying, but it stops drawing tiles near the right of the screen, does tiles counts as objects? It doesnt improve when I add more dlmemory, should be able to display 136 objects per zone it says 320B.bin I just drew two lines across the screen, as you can see they stop at the same place
  21. Hmm, I used to use 160A with doublewide on, and made my tiled maps with 8x8 pixels, so I assumed the 4 pixel character width was something under the hood I didn't have to worry about, and if I made wider tiles they just got split up somewhere along the way and would still appear on screen correctly. I was also a little confused about doublewide, since it didn't seem to change the pixel width when using 160A, only read 2 consecutive bytes at once, but maybe I'm wrong? But it sounds like you're telling me that if I want the finer resolution my tiles can only be 4 pixels wide, not 16 like now, I will try it Thanks, atleast something on screen
  22. Thanks! Is there some limits with tile width? I made 16 pixel wide ones and nothing shows up, just a blcak screen set romsize 128kRAM ;extra 16k of RAM from $4000-$7fff. set zoneheight 8 set doublewide off set screenheight 192 set tv ntsc set dlmemory $4000 $4fff set basepath gfx displaymode 320B bank 1 P0C1 = $a2 P0C2 = $a6 P0C3 = $aa /* P1C1 = $52 P1C2 = $56 P1C3 = $5a P2C1 = $c2 P2C2 = $c6 P2C3 = $1a P3C1 = $0f P3C2 = $00 P3C3 = $00 */ P4C1 = $a2 P4C2 = $a6 P4C3 = $aa incgraphic newTiles16x8.png 320B 0 1 3 2 0 characterset newTiles16x8 incmapfile tiledMap16x8.tmx clearscreen plotmapfile tiledMap16x8.tmx tiledMap16x8 0 0 20 24 savescreen mainLoop ;logic here restorescreen ;plot here drawscreen goto mainLoop thisbank bank 2 bank 3 bank 4 bank 5 bank 6 bank 7 bank 8
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