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Mik's Arcade

IntyColor error -more than 64 defined cards in color block x,y

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Hi -

 

Anyone ever seen this error before?

 

I made a new background screen for yet another game I am working on (I now have 4 WIP games...lol) using the same template I have used before, but I am getting this error.

 

I get the same error 39 times, with various values for X and Y

 

more than 64 defined cards in color block 40,40

more than 64 defined cards in color block 48,40

more than 64 defined cards in color block 56,40

more than 64 defined cards in color block 144,40

 

then it goes to another set of like values..

more than 64 defined cards in color block 0,48

more than 64 defined cards in color block 8,48

etc.....

 

I can see the pattern here how it is referring to specific 8x8 grid  but don't know what this means. And I'm sure one fix will probably fix them all.

 

it's ironic given that I've made more detailed screens than this one just fine....lol

 

 

 

 

 

 

 

 

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Try tweaking your image a little bit so it uses fewer cards. Sometimes small changes make a lot of difference.

Maybe if you paste the picture here folks will give you some suggestions.

It can be trial and error at the beginning, but over time you will learn to anticipate issues like these.

Edited by cmadruga

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Yes, you definitely have exceeded 64 GRAM. The fact that you get the error 39 times might indicate that you have a lot of optimization/reduction work ahead of you, or you need to target the rare modded consoles with extra GRAM which we discussed a couple of weeks ago (not really a solution if you want anyone to be able to play the game).

 

The index numbers specify the X,Y coordinates for each BACKTAB position, here called a color block. You should probably be glad that you don't have more than 2 colours in either of those, as it would give you even more headache.

 

Perhaps you're having multiple cells that at first look alike, but shifted one pixel or something that is enough to require its own GRAM. Thus your comment about your previous screens were more detailed (different shapes). Trying to align lines etc to 8x8 patterns help a lot.

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The number of that particular error you get lets you know how many cards you're over by. If you're also creating a bin file for jzintv, then when it's only a few cards over the fastest way to figure out the issue is to just look at the image jzintv creates.

 

With the number of errors you have the entire image is probably out of alignment. I use a translucent layer of alternate colored 8 x 8 squares in photoshop to see in realtime what falls into each card space.

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3 hours ago, Black_Tiger said:

The number of that particular error you get lets you know how many cards you're over by. If you're also creating a bin file for jzintv, then when it's only a few cards over the fastest way to figure out the issue is to just look at the image jzintv creates.

 

With the number of errors you have the entire image is probably out of alignment. I use a translucent layer of alternate colored 8 x 8 squares in photoshop to see in realtime what falls into each card space.

Yes, I do the exact same thing.  There is an IntyColor demo and it contains a full template for a full sized screen 8x8 framed grid so you can see each card.

 

It's just odd because a lot of blocks are all 1 color filler. My title screen for my WIP game Marathon Quest seems like it is more complicated that this screen.

 

I guess what this is all means is that there is a limit to the DISTINCT number of 8x8 card color combinations the GRAM will support (must be 64), so you have to be careful and and recycle as often as possible.  I was very good about this until I got towards the center of the screen when I had to draw stuff freehand and didn't pay attention to where I was on any particular card.  I will go through it again and see if I can reduce the number of distinct cards (39...ugh).  I'll start with one and see if I'm on track.

 

if I still have trouble I will then post the image for you experts   :)

 

EDIT: Yeah, I made one small change and now the number is down 2 errors to 37

 

thanks all

 

PS:  As my avatar indicates, I am a HUGE fan of the game Nier.  I'm probably one of the few people that actually bought the game on day 1 back in 2010, kinda like God Hand...got that on release as well.   In any event, I just got the new secret ending 'E' in the Replicant remake and this one part of the game was worth the price of admission alone.  What a great game.  The sum of the part are certainly better than the whole. I totally get why a lot of people don't like the game but it just click with me....it came out a few months after my 1 and only daughter was born.

Edited by Mik's Arcade

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this wasn't so bad.

 

At the end of the day, I sacrificed some small details that nobody would notice or miss and got under the 64 card limit with over 10 to spare

 

thanks again everyone for checking in. The reason I keep plugging along is that I know there are so many people out here that can and will jump in on a seconds notice and give me advice.

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7 hours ago, Mik's Arcade said:

I guess what this is all means is that there is a limit to the DISTINCT number of 8x8 card color combinations the GRAM will support (must be 64), so you have to be careful and and recycle as often as possible. 

That's the essence.

Don't forget bitmaps needed for sprites will "compete" for the same limit.

Another way to save is to use GROM.

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30 minutes ago, cmadruga said:

That's the essence.

Don't forget bitmaps needed for sprites will "compete" for the same limit.

Another way to save is to use GROM.

thanks.

 

This is good to know.  I think i'm around 56 out of 64 cards.  I might have to clean it up more because of course I'll be getting to sprites and this is the main gameplay screen. I just made an IntyColor version of an old 1980 arcade game. Right off the bat I know I can easily free up at least 3 more cards of GRAM.

 

I just compiled the screen and it looks good.....I've been working on multiple projects but this is the simplest in terms of gameplay so I am going to focus on getting this done from end to end.  My other games are right now too ambitious for my lack of experience so I am going small scale to start.  I am going to get all the screens and gameplay spites and objects done first and then get to gameplay. There is really only one other bonus screen for gameplay and it is way less detailed than this one. These rest are just screens for displaying game start and game ending text scenarios so those will be a piece of cake.

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ok, here is another what I "think" is a softball question and related to IntyColor and PAINT.NET as opposed to IntyBasic:

 

I went into Paint.Net and created and 8x8 grid so I can make some simple BITMAPs with 2 colors each.

 

What setting do I need to use in order for it to treat the white blocks I am not using as no color as opposed to it treating it as a 3rd color of white?  I feel it has something to do with the layer properties, but I tried to create a layer and delete the background layer and get the same results.   The IntyColor demo is great but the example deal specifically with creating backgrounds as opposed to BITMAPS or SPRITES

 

The dumbest things hold me back....lol...thanks

 

 

 

Edited by Mik's Arcade

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