Heaven/TQA Posted June 29, 2006 Author Share Posted June 29, 2006 no... actually its a 4x4 tile with an exta char=2 on top... so PGs gfx definitly is not in sync with the raster... but its ok for testing right now... 4000 PROC PUTITEM 4020 IF VAL=10 4021 POKE AD,5:POKE AD+1,6:POKE AD+2,2 4022 POKE AD+256,9:POKE AD+257,10:POKE AD+258,5:POKE AD+259,6 4023 POKE AD+512,16:POKE AD+513,17:POKE AD+514,9:POKE AD+515,10 4024 POKE AD+768,22:POKE AD+769,22:POKE AD+770,16:POKE AD+771,23 4025 POKE AD-256,2 4029 ENDIF 4499 ENDPROC Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 29, 2006 Author Share Posted June 29, 2006 PG dont get me wrong here... your tile set is compact and uses very small amount of chars but at the moment i have to figure out the rules for the mapper and i discover some stuff which might need some changes or optimisations... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 29, 2006 Author Share Posted June 29, 2006 and here 1st crossing... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 29, 2006 Author Share Posted June 29, 2006 and here it is... my first iso room... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 29, 2006 Author Share Posted June 29, 2006 my last test for tonight... the stairs... as i have realised you really have to treat each type of tile separatly and have a finisher running over the whole generated map... attachted as well the gr.11 map which was used to generate the map... it could in theory hold 16 different tile types... Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 1, 2006 Share Posted July 1, 2006 Looks good heaven. I have generated a mapper for the game server on the PC. This will take the random dungeons and map to the characters it will send to the Atari. The character map data will be on the Atari. This is not ISO-3d, but that was not the look I was going for (besides it is easier... ) Here is an example random map: ############################### ###.##.###########.############ ###.##.###########.############ ###.##.......##..........###### ###.########.###########.###### ###.########.###########.###### ###.#####....###########.###### ###.#####.##############.###### ###.#####.##############.###### ###.##..........########.###### ###.###########.########.###### ###.###########.########.###### ###.########....#####....###### ###.########.###########.###### ###.########.###########.###### ###....#####.###########....### ######.#####.##############.### ######.#####.##############.### ######.......##############.### ############.##############.### ############.##############.### ######.......##############.### ######.#####.##############.### ######.#####.##############.### ######.#####.###########....### ######.#####.###########.###### ######.#####.###########.###### ######.......##..........###### ############.##.############### ############.##.############### ############....############### ############.################## ############.################## ############D################## #### ########### #### ########### #### ########### #### ########### #### ########### #### ###.......# #### w ###.####### #### ###.####### #### l D.........# #### ###.##.#### #### ###.##.#### #### ###....#### .... ######.#### #### ######.#### #### ######....# #### ########### ###### ######### ###### ######### ###### ######### ###### l ######### ###### ######### ###### w ######### ###### ######### ###### ######### ###### ######### ###### ######### ######t ######### ###### ######### #########.##################### ############################### And part of that map as it will look on the atari: Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 1, 2006 Author Share Posted July 1, 2006 cool stuff... any idea how you can adapt quick & dirty the dungeon creator for iso? i mean the perl script to draw the map in 45 degree rotated? then my mapper could scan it and do the conversion more easy... Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 2, 2006 Share Posted July 2, 2006 cool stuff... any idea how you can adapt quick & dirty the dungeon creator for iso? i mean the perl script to draw the map in 45 degree rotated? then my mapper could scan it and do the conversion more easy... Yup, working on it... just wait... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 2, 2006 Author Share Posted July 2, 2006 i am just playing dungeon siege 1 which i like more than dungeon siege 2... i like the interface little bit (except for the camera moving...should be like in world of warcraft...) and the flow... but i was wondering that you can not develope your character by adding the attributes... but i like the idea by improving your character when he is using short range or long range or magic weapons... this is what i like... but i would like to let the player improve own stats after each level up. what do you think? Quote Link to comment Share on other sites More sharing options...
emkay Posted July 2, 2006 Share Posted July 2, 2006 (edited) i am just playing dungeon siege 1 What? Dungeon Siege is a game? I thought it was an interactive demo Edited July 2, 2006 by emkay Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 2, 2006 Author Share Posted July 2, 2006 just realised that its a demo... with little interactivity... just died thousands of times simply because my group didnt do what i wanted... Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 2, 2006 Share Posted July 2, 2006 Here is the output from my first attempt at making the ISO version. The halls actually take little extra math. Drawing the rooms, currently takes twice as much time. But, I think I will have a fix for that. The door placement and boundaries will have to be fixed, but no big deal... I have a question. Do you want the halls to be a single character width and have the mapper extend the walls around the halls. This I think will be faster. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 2, 2006 Author Share Posted July 2, 2006 thanks for that... my plan is to draw the map into gr.11 so each pixel (or nibble of you want (4bit)) will hold the tile type. so the mapper will extend the halls to the desired width as i dont know yet how big the halls will be and what kind of problems may accure... as the mapper might get more complicated... would it be possible to write the stuff f.e. in cc65 and i could mix it up with my code? f.e. i simply could do a JSR levelgenerator and then take the generated map for the engine? would a cc65 code need a runtime or too much memory? Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 2, 2006 Share Posted July 2, 2006 (edited) thanks for that... my plan is to draw the map into gr.11 so each pixel (or nibble of you want (4bit)) will hold the tile type. so the mapper will extend the halls to the desired width as i dont know yet how big the halls will be and what kind of problems may accure... as the mapper might get more complicated... would it be possible to write the stuff f.e. in cc65 and i could mix it up with my code? f.e. i simply could do a JSR levelgenerator and then take the generated map for the engine? would a cc65 code need a runtime or too much memory? Don't know yet about the size. But I can code it in cc65 and see. That is, after I fix a few things with the perl for ISO. I have mixed C and Assembly before without too much problem... just need to do the JSR to the right location. I'll let you know when I have the C version compiled and working for outputting gr.11 bitmaps to some memory location... Edited July 2, 2006 by Cybernoid Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 2, 2006 Share Posted July 2, 2006 Fixed the dungeon generator for ISO. Now to port it to CC65 to see how much memory it will take up. Can always strip pieces out and make it assembly... Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 2, 2006 Share Posted July 2, 2006 Okay, I ported it to CC65. This is a direct port to see about the size, it does not do the bitmap yet, just a character array... Here is the code (assembly(from CC65), C and Perl). The code size of the compiled C is 2150 bytes on the Atari. dungeon45.zip Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 2, 2006 Author Share Posted July 2, 2006 that's pretty amazing! as i have 1 week holidays and my sweet heart not at home i can spend some time to make some further progress... thanks a lot! i would need ages for that... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 2, 2006 Author Share Posted July 2, 2006 maybe i should get into cc65... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 2, 2006 Author Share Posted July 2, 2006 chris, i guess the atari native file is missing? Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 2, 2006 Share Posted July 2, 2006 Yeah, sorry... the rest of the CC65 is missing... this is just the function, you would need the atari library and main()... I can put this all together later this week... I use C for most things on the Atari, then speed it up or shrink the code with assembly where needed... saves eons of time... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 3, 2006 Author Share Posted July 3, 2006 yes. i thought you compiled the code already and could simply post the .xex... just want to know how long the code needs to draw a map on atari in C... Quote Link to comment Share on other sites More sharing options...
Ghost... Posted July 3, 2006 Share Posted July 3, 2006 Fixed the dungeon generator for ISO. Now to port it to CC65 to see how much memory it will take up. Can always strip pieces out and make it assembly... It should be possible to create the dungeon for non-ISO and then simply rotate it by 45 deg. Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 3, 2006 Share Posted July 3, 2006 Fixed the dungeon generator for ISO. Now to port it to CC65 to see how much memory it will take up. Can always strip pieces out and make it assembly... It should be possible to create the dungeon for non-ISO and then simply rotate it by 45 deg. Yeah, but there were just a few changes in the math to draw the boxes and the paths on an axis that was 45 degrees rotated to begin with. So, it is easy to do this all in one step. Plus, the boundaries of your memory are aligned correctly. Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted July 3, 2006 Share Posted July 3, 2006 (edited) Heaven, Here is the full Atari executable and source code. I used the same map size as the example text output (128x64) or an 8K map. It takes the Atari about 5 secs to generate... It does not print out the dungeon yet... but I will make it do a bitmap in GR11 after generating the display list. dungeon.zip There are definitely some optimizations that can be done on the code to make it go faster... Edited July 3, 2006 by Cybernoid Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted July 3, 2006 Author Share Posted July 3, 2006 5s sounds good. just installed borland c++ to get into c/c++. its more than 15 years at university where i had my c class... time to refresh. the exe file is 7k... si should i reserve 8k for the level generator? Quote Link to comment Share on other sites More sharing options...
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