23 July 2009, 20:28 | #161 |
son of 68k
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30 July 2009, 11:36 | #162 | |||||||||||||||||||
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Okay, I've tried to find a good balance between speed gain and sound quality, and I've come to the conclusion that it's not worth it. In this case it's best to go with (almost) the maximum lossyness. There are more ways to do this, but testing every possible way is far to time consuming because of the sheer amount of combinations (some parts can have more loss than others, for example). So again, I say lets just go for almost maximum lossyness so that at least some reasonable amount of speed is gained.
All I can say is that I can't make much sense of that code yet But I'll keep trying, although I obviously can't promise anything. Don't worry, I'm aware of that. However, is it okay to render the images in slightly different ways if this doesn't reduce the quality? It might prove helpful. How so? Quote:
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I've actually looked it up, and it seems peecees have three timers which can operate at different speeds: Code:
IBM PC Timer Programming Timer channel modes. Port details. [top] Modes of timer channels CLK=1.193MHz 0: single timeout CLK __--__--__--__--__--__--__--__--__--__--__--__--__--__-- GATE ____________--------------------------------____________ OUT ________________________-------------------------------- Count | 4 | 4 | 4 | 3 | 2 | 1 | 0 | FF| FE| FD| FC| FB| FA| F9 1: retriggerable one-shot CLK __--__--__--__--__--__--__--__--__--__--__--__--__--__-- GATE __________-__________________________-__________________ OUT ------------____________----------------____________---- Count | 3 | 3 | 3 | 3 | 2 | 1 | 0 | 3 | 3 | 3 | 3 | 2 | 1 | 0 2: rate generator (auto reload) (Timer1 66.3KHz) CLK __--__--__--__--__--__--__--__--__--__--__--__--__--__-- GATE ------------------------------____________-------------- OUT --------____--------____--------------------____-------- Count | 3 | 2 | 1 | 3 | 2 | 1 | 3 | 2 | 2 | 2 | 2 | 1 | 3 | 2 3: square wave mode (auto reload) (Timer0 18.2Hz) CLK -__--__--__--__--__--__--__--__--__--__--__--__--__--__--_ GATE -------------------------------------------________------- OUT _------------____________------------____________________- Count | 6 | 4 | 2 | 6 | 4 | 2 | 6 | 4 | 2 | 6 | 4 | 4 | 4 | 2 For odd counts, the timer output line will be high for (N+1)/2 counts. The output line will return low for (N-1)/2 counts. N is the loaded count value. 4: software triggered strobe CLK __--__--__--__--__--__--__--__--__--__--__--__--__--__-- GATE -------------------________----------------------------- OUT ----------------------------------------____------------ Count | x | x | 6 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | 0 | FF| FF| FF 5: hardware retriggerable strobe CLK __--__--__--__--__--__--__--__--__--__--__--__--__--__-- GATE ______-_________________________________________________ OUT --------------------------------____-------------------- Count | 6 | 6 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | FF| FF| FF| FF| FF [top] Port details Port 61h bit 0 out Timer2 GATE bit 1 out Speaker Enable (ANDed with Timer2 OUT) bit 5 in Timer2 OUT Port 43h bit: 7 6 5 4 3 2 1 0 | | | | | | | | +-------+---+ +---+ +---+---+ +--------- 0 - Binary | | | 1 - BCD 0 0 - Timer0 | +------- 0 0 0 - Mode 0 0 1 - Timer1 0 0 - Latch Counter 0 0 1 - Mode 1 1 0 - Timer2 0 1 - LSB x 1 0 - Mode 2 1 1 --------+ 1 0 - MSB x 1 1 - Mode 3 | 1 1 - 16-bit 1 0 0 - Mode 4 | 1 0 1 - Mode 5 1 1 0 1 - General Counter Latch 1 1 1 0 - Latch Status of Timers LSB - r/w least significant byte only MSB - r/w most significant byte only 16-bit - r/w least significant byte first, then most significant byte. Latch Counter -- counter value is transferred into the output latch register. The latched value is held until read by port 40h..42h or a new counter value is loaded into timer 0..2. Subsequent counter latch commands are ignored until the value is read. The lower 4 bits of this command byte are ignored. When not latched, the value read from port 40h..42h is the immediate contents timer 0..2. General Counter Latch -- similar to Latch Counter. Timers 0..2 can be latched independently or in combination: bit 3 - select timer 2, 2 - select timer 1, 1 - select timer 0, 0 - unused. Latch Status of Timers -- latches the status of the selected timer(s) into the output latch. Once a timer's status has been latched, the status is read from the respective timer port 40h..42h. Bits 0..3 used as well as in the General Counter Latch command. Subsequent status latch commands are ignored for any timer that have already been latched but have not yet been read. Status byte information shown below. bit 7 - State of timer's output pin 6 - 0 Null Count, a new count has been loaded into counter 5,4 - r/w mode (LSB, MSB, 16-bit) 3,2,1 - Mode 0..5 0 - binary/BCD Quote:
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Yes, that's true. Yup, can't deny that Of course, but it's stil more fun on an Amiga Starcraft is probably just to damned hard. It's still worth a shot, but I'm not starting on that now. That's what I thought. Quote:
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How about melee mode? Quote:
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I mean that you can increas/decrease the frequency by steps of 1000 herz. Besides, what you're talking about is more like a drop down menu. Quote:
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It's meant as a third render option for unexpanded A1200s. |
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03 August 2009, 13:18 | #163 | ||||||||||||||||||
son of 68k
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What I meant is none of us knows much about that stuff, so we're talking on the void. Quote:
It's not TRAP #n, there are no trap numbers with either TRAPV or TRAPcc Indeed... Quote:
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Well, all you need to know is : alt-tab is the directx app killer. Isn't that enough to prevent your idea from working ? Quote:
Sure thing. Quote:
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What's called melee mode ? I didn't play since several years and I don't remember ;-) Only ideas, no code. But if you can give me a small world composed of 16x16 tiles (I mean both the map and the tile gfx), then I might come up with something. Quote:
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And this is where runes are useful. As they have (or should have) a meaning, some of them may or may not be available to a particular character type, e.g. druids will always know the rune of vegetation, necromancers the rune of death, and the like. We just need enough spells using them. Quote:
The spell list isn't the most difficult part. There are many RPG all with their own spell system ; they can serve as inspiration. Now I've started to read that list and it's not as complete as I thought Quote:
But no comments is dirty even for personal use. If you want to obfuscate, better write them in dutch ! Quote:
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HAM renderer isn't responsible for more than around 20% of overall jpeg displaying speed. So even if made twice faster the user wouldn't notice the extra 10% speed - but he would notice the losses ! |
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03 August 2009, 20:58 | #164 | |||||||||||||||||||||
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Good. Although I could have reformated everything, it would've taken a long time. After looking at the html code, I did discover that the tables are very simple. Perhaps it's time for a good html to guide converter. I actually made one once. It didn't handle tables, but it did allow me to browse a mirrored site (on cd), because most of the site was text. But that's a whole different story all together. Here are the files: WinExeFormat-1999.zip WinExeFormat-2008.zip Note that the version from 2008 has two images missing. Probably nothing serious... Quote:
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Guess what, I don't Quote:
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In practical terms it becomes complicated, the theory seems sound enough. Quote:
To me that would make the game a pain to play Quote:
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Good to know. Quote:
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They might, and that's the point. Furthermore, people use more formats than just jpeg, for other formats it would certainly make a difference. Besides, your jpeg codec can still be lossy optimized for plain A1200s. In my opinion you should look into that. |
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06 August 2009, 09:44 | #165 | |||||||||||||||||||
son of 68k
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Then I don't follow you, because you said branchment won't allow trap #n. That's what I suspected Quote:
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Not for me Quote:
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exit). Quote:
Anyway it's just a matter of presentation. Inner rules are more important. But not easy to do. Quote:
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I used the water rune because water is a (weak) symbol of life. I used death for poison because for me poison is just water+death (i.e. death put into water). Using just heal+death for resurrect is no good for the spell power, because having only two runes would make the spell available for low-power wizards and it must be ultimate magic. Not so easy, eh ? Coolest but toughest maybe Quote:
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Beside, drop-downs aren't standard intuition/gadtools stuff. Quote:
Yeah, without bloating the software is important. Quote:
I already did, and I have quite a few lossy optims. But they don't get that much speed. |
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13 August 2009, 17:34 | #166 | ||||||||||||||||||
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Now I've remade the original code blocks (block 2/12 – 12/12) using CygnusEd macros (should've done that in the first place ). The end result is bug free code (as far as I can tell) and it's much less messy than it was. For this version I've gone for maximum lossyness, and it sounds a lot better than the buggy half way lossy ones I was trying. Also, it's now much easier to decrease the lossyness if needed. Much better Text file: mdct_l.txt Zip file: mdct_l.zip But I meant brain paining It begins with generating a palette per image. Further more, more precise color difference routines will help too. The real problem is that it's not easy with your routine, because it's already quite good, and making it only a little better isn't really useful. I'm thinking Adpro quality is what you should be aiming at, but this is going to be slower of course. Quote:
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Really? I didn't read the doc... Doesn't matter, because none of those games use VSYNC as far as I know. Quote:
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Too sloooooow So am I Quote:
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No, but it does get rid of the difficulty of having to think up original spells all the time. Much better! Quote:
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Death and poison are also two different things. If you would cast a death spell on a target, the spell would kill the target. If you cast a poison spell on a target, then the target takes damage over time, and doesn't have to lead to death. In reality there are different kinds of poison, which vary in the amount of damage they cause, going from almost harmless to extremely damaging. In a magical world you might view death as something that takes life away, while poison cause damage over time. Quote:
It can be done in a way that makes perfect sense even, and perhaps that is what we should go for, difficult or not. Quote:
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Really? Would it be difficult to do custom controls? Quote:
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Off-topic: I went back to DungeonMaster2 and loaded up my old solo Torham (not the challenge) just to beat Dragoth. Turns out he was easy to beat by just hacking away with the Vorax axe. Piece of cake, and it only took less then ten hits. Hehe. Perhaps it's just more difficult with magic because he might have high anti-magic and anti-fire. |
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17 August 2009, 08:07 | #167 | ||||||||||||||||
son of 68k
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Btw. there was no need for two versions ;-) Oh it is brain paining too, don't worry Quote:
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It seems complete enough, thanks Now I wonder if the DOS version isn't better (less OS dependencies) but it's DOS/4G. Ok, never mind What ? You didn't ? Quote:
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No, it's just not too fast As compared to me, you're not ! Quote:
But multiple AI opponents may well be easier to beat than a single one because they attack each other. Quote:
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Yeah, a list of spells is good. Of course it must include full effect informations, not just the name ;-) Quote:
I think that water has some weak healing properties and it's good for low-level healing spell. But ok for the healing rune if you want. Btw if resurrect is heal+death, how can you heal (= repair) an undead of yours ? Quote:
My actual system allows from 2 to 7 runes. I can't imagine simple spells with 7 runes and ultimate magic with only 2, sorry. Quote:
I should've told it at first place Quote:
If not all items are accessible, it can not be a drop-down because those (usually) aren't editable. That's what I call using a tank to go shopping. Why not even adding the whole MUI stuff just for a single entry in a configuration panel most users will just touch once in their life ? This is just too much hassle for a little detail. This value is usually set once at start - possibly never if we provide config files for the users - and won't change afterwards ! Quote:
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Btw. my custom dungeon is designed especially for people who play like that or in a similar manner (e.g. who finish DM1 in less than one hour, play without ninja levels, and so on). It forces them to reconsider their way of playing, or they won't get far. And you know what ? No player seems to have even reached the Corridors of fear |
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19 August 2009, 22:11 | #168 | ||||||||||||||||
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The text version is just for easy viewing in case anyone wants to look at the code without unpacking the archive I don't doubt it You first have to calculate contrasts between pixels. In places where the contrasts are high, you need palette colors, so those color values need to be stored. The problem now is that this will yield too many colors, and you'll have to somehow assign priorities to those colors to figure out the 64 most important ones. Sadly I haven't figured out how to exactly do this properly yet. Perhaps some experiments are in order. Of course there's also the smal problem of writing a fast routine which generates a lookup table for the palette entries. All in all this isn't going to be the easiest thing to do. Perhaps other people on the board have some good ideas. Yes, but the table layouts aren't in plain text format. You'd have to render the html table to plain text. In this case the tables are very easy and it's not really a problem, apart from the fact that it takes time. You're welcome Quote:
Nope, I just wanted to know how bad the peecee timer issue was, truns out it's not that bad. Quote:
Don't you mean OSes? Quote:
But things take ages to build, units take ages to train and movement is just to slow. I always use fastest settings in RTS games, including Warcraft 2 and some of the Command and Conquer games. Yes, I am. I didn't breeze through the Campaigns, you know! Furthermore, I'm not an on-line player, I just know how those guys play, because of what I've seen in pro gaming videos from Korea (where they have Star Craft channels on TV ), and because of what I've read. I can't play like that But it's the only way to play Quote:
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Sorry for this, but... it's a computer, everything is as bunch of numerical values Okay, sorry for that, but I just had to Could you specify exactly what that might look like? Quote:
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Perhaps undead shouldn't be resurrectable, and perhaps not healable, either. In some games resurection spells cast on undead destroy the undead, while healing causes damage to them, but that might not be the best solution here. Perhaps damage to undead should be permanent and resurrection should spells only work on corpses which are intact, undead corpses aren't intact, so they can't be resurrected, you'd have to re-summon them. Because undead summons are supposed to be disposable troops and not party members (applies to all summons), this may be the right way to do it. Quote:
Of course this is just part of getting the whole concept sorted out, so it's not really a big deal But that's just how people write, it's not the languages fault. Quote:
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A harddisk in a computer with an IDE interface isn't really an expansion. It's true. There's quite a few people on the Dungeon Master Forum who always solo DM2 and some of them say that Dragoth is comically easy to defeat, and I agree with them. Quote:
Edited: Here is a small list of spells that I came up with quickly. It has spells from different games, so it's not original. Before I start working this out at a deeper level let me know what you think. Code:
Elemental offensive spells: Normal level: Fire ball fire elemental damage Lightening bolt lightening elemental damage Ice shard water elemental damage Earthquake earth elemental damage High level: Inferno strong fire elemental damage, area of effect option Hurricane strong lightening elemental damage, area of effect option Ice storm strong water elemental damage, area of effect option Terra break strong earth elemental damage, area of effect option Non-elemental/physical offensive spells: Normal level: Magic missile non elemtal magic damage Black hole physical damage Quarter reduces targets hit points by 25% of targets current hit points can't kill target High level: Meteor strong physical damage, always area of effect. Ultima strongest non elemental damage Maelstrom strong non elemental damage, always area of effect. Demi reduces targets hit points by 25% of targets current hit points can't kill target Time and space magic: Haste increses targets time speed giving it more turns, wears off Slow reduces targets time speed giving it less turns, wears off Stop stops targets time giving it no turns, wears off Status magic: Sleep target falls asleep and can't take actions, weras off, hitting target wakes it up Poison cause damage to target each turn, wears off Blind cause targets hit accuracy to drop steeply, wears off Beserk causes target to become stronger, but it can only attack, wears off Enchant causes target to randomly attack it's allies, ears off Control puts target under control of casters party, weras off Defensive magic: Protect physical damgag shield, reduces physical damage Shell anti magic shield, reduces effects of magic Reflect spells targeting the unit have no effect and are bounced back to the caster Utility magic: Torch creates light, wears off Light creates more light, lasts longer than torch Float makes target float above the ground, side effect: nullifies earth elemental magic/effects Open door opens doors, etc, if they're not resistant to magical efects. Teleport moves target from one position to another Life and death magic: Normal level: Heal healing with moderate effect. Cure poison removes poison status Remove sleep removes sleep status Remove Blind removes blind status Remove enchant removes enchant status Remove control removes control status Life resurects target with minimal life, mana and stamina. High level: Cure strong healing effect Clear status removes all status effects Full life resurects target with full life, mana and stamina become what they were before the target died Summon magic: Summon Golem summon magical being that can be moved around and attack like a character can sommon only one. Summon Skeleton Warrior summon a skeleton which will attack targets on it's own, can summon multiples Sommon Skeleton Mage summon a skelton mage which will cast offensive spells on it's owm, can summon multiples Revive Monster revives monster from a monsters corpse, monster will attack on it's own using it's normal abilities, can summon multiples, monsters stay a limited number of turns Potions: Healing potion these potions are simply the same as in Dungeon Master, thus I haven't listed Cure poison potion all of them, and they don't need descriptions. Mana potion etc, etc... Last edited by Thorham; 20 August 2009 at 11:58. |
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23 August 2009, 07:22 | #169 | ||||||||||||||||||||||
son of 68k
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But it's quite rewarding (when it works). Quote:
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Note that I also have a 68k mac version, but it's old and buggy. Quote:
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No, I really mean machines. Who will dare to try to do that ??? Quote:
On the other hand, in a slow game you're not flooded by an opponent who clicks faster than you do . And this slows down the AI, giving you more time to react. In fact I think non-multiplayer starcraft could've been much better if it allowed to give orders while the game is paused. Quote:
It's the only way to play for you. Pretty much like full DM party is the only way to play for me Quote:
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And it could look like that : Code:
Characteristics Life points 48/50 Stamina 22/40 Spell points 1/18 Skill 8 Strength 10 Agility 9 Dexterity 11 Speed 12 Awareness 14 Will 16 Courage 15 Leadership 7 Vitality 10 Magical power 22 Seduction 13 Competences Horse riding 11 Medicine 7 Diplomacy 6 Lock picking 0 Pick pocket 1 Map making 11 Fighting competences Brawling 4 Stab 3 Swing 0 Club 2 Thrust 0 Parry 0 Throw 14 Shoot 12 Magical competences Sorcery 19 Bewitchment 0 Invocation 0 Mysticism 0 Alchemy 5 Artifice 0 Psi 0 Quote:
It cleans wounds, calms pain and might even help in stopping bleeding (or so I think). Anyway it's purely symbolic. Try your healing rune if you want, but I'm afraid you'll find there aren't many spells that use it... Quote:
How can a lich (= undead magician) heal himself ? Quote:
Languages don't appear to help anyway. Quote:
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Ha ! Now it's the OS who's wrong. Recall #3 : it's just a little detail (sorry to insist ). Quote:
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And in fact the dungeon isn't that difficult. It's just that players insist on doing things the way they always did. See yourself when you first tried it : playing with a single, reincarnated character isn't a very good idea in a dungeon you know nothing about but the fact it's difficult ! Quote:
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28 August 2009, 15:57 | #170 | ||||||||||||||||||
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You're right, it's an automatism caused by some boards CODE tag not preserving tabs, or having tab widths unequal to eight. It always is, isn't it? Quote:
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Hehe, figures Quote:
What? You can't program the hardware directly anymore? How come? Probably no one Why not? Quote:
Not needed in the campaigns. In fact, not playing fastest in the campaigns makes them too easy. Furthermore, playing fastest in versus AI games increases your skill level more. Quote:
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Me neither. Some people can beat seven AIs I'll never be that good, of course I don't want to put in the effort to become that good... Quote:
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Smart ass time Only if it's clean, like tap water, or sterilized by boiling it. It can't kill bacteria, so it can only remove dirt, and that doesn't guarantee the wound won't get infected (although it does help, but alcohol is better). That's not curing. It prevents blood from clogging up the wound. Keeping a bleeding wound wet keeps it bleeding. I like some realism Quote:
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No language forces programmers to use comments. It really is up to the programmer. Indeed, but it's something I would have wanted to include if I made that program. No, it's not, it's just out dated Quote:
You kill them. Further more, they're not very dangerous if you're playing solo, because Torhams stats will be better than characters in a four way party. Most of the time they only need two hits to die. So basically you kill his minion and hit him a few times. He summons another minion, repeat, he goes running to his master like the big baby he is Simple! Perhaps you just need to try soloing the game once, too, just to see how it goes Quote:
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As said above, I can't even hope to be of any help if I don't have that list of spells. Don't worry about it being in French, French is quite close to Dutch and English in some ways, it's not Chinese I've also had some in high school, so I might be able to make sense of enough of it with the help of a good dictionary (or, it can't hurt to try). |
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31 August 2009, 12:34 | #171 | ||||||||||||||||||||||
son of 68k
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When I break something and it no longer works I doubt this And when after a long play time it just freezes I doubt too (this one's hopefully fixed now). Quote:
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But with your docs on win exes I've started disassembling that version. Same for dos/4g exes would be nice. Which doesn't suppress the busy wait if you want a simple waitvbl (that is, free cpu until next vbl like our WaitTOF() does). Quote:
That's what I thought You like arcade games, don't you ? Quote:
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When testing with my test character (800 hp, 700 stamina, 600 mana) I found them too difficult, but with 4 characters (I made a full game test which took me several days) they were in fact quite easy, e.g. if you have 4 deth knights in front of you and cannot dodge them, one character is hopeless but 4 can/will kill them. Quote:
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And my list is a work in progress, some spells aren't very detailed - mainly because lack of ruleset. Quote:
Helpful anyway for those who suffer... Quote:
That's the major problem when making a rune set, you know. Hence the heal-the-undead spell. Of course it has to be specific to them. Quote:
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And most programmers write unreadable code, but as it's theirs they think it's readable. Now I still need to see an example of good code... Quote:
But still satisfying for me. Quote:
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Hmmm... Let's take an example for a start, just to see. Your list would have stated something like that : Code:
Small healing - heals 3 to 8 points of damage. Code:
Petit soin En apposant vos mains sur les blessures d'un être vivant, vous appelez les forces de la vie contre celles de la mort et un fluide régénérateur referme les plaies et calme la douleur. Permet ainsi au bénéficiaire de récupérer D6+2 points de vie. Ce sort ne permet pas de réduire une fracture ou de faire repousser un membre perdu, par contre il stoppe le saignement (si celui-ci est abondant il peut falloir lancer ce sort plusieurs fois). Ce sort est toutefois impuissant face à une hémorragie provoquée par la magie (du moins tant que la victime est sous l'effet du sort en question), sauf indication contraire dans le sort en question. Une plaie refermée par ce sort ne s'infecte pas, sauf si la magie l'y force. Note : D6 means 6-sided Die. |
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07 September 2009, 15:08 | #172 | |||||||||||||||
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I like some arcade games, yes, but not that many. RPGs and strategy games are still my favorites, and they can be real time or turn based. Then you need to improve in that area. Did you use hotkeys and user short cuts? Quote:
So I assume that the game you want to make will be turn based? Quote:
Okay, I'll post some this week. Quote:
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It works in the setting. Perhaps realism shouldn't be forced too much. Quote:
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Not likely I would like to see a whole new os for 68k+aga, but that's just me. Turns out it's not that hard. Do you know the Warcry leveling trick? If not, here it is: When you get to the first Screamer in the dungeon, just keep using Warcry to gain Fighter and Priest experience. Easy. It's actually possible to have a reincarnated character reach Journyman level in all four classes within 25 minutes of playing. Also, if you kill Rockpiles with punches, you'll keep gaining Ninja levels throughout the game, and you get rid of them easily. Even with Tiggy you'll gain plenty of Fighter and Ninja experience without much training. It also helps that Tiggy has to do everything by himself. His only problem is strength for carrying things, which is easily solved with strength potions. Somehow I'm still looking forward to it Not in particular, no Quote:
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Minor Care By placing your hands on the wounds of a living being, you call forces of life against those of death and a fluid regenerator closed wounds and soothes the pain. Allows the beneficiary to recover D6 2 points. This spell can not reduce a fracture or to repel an member lost by cons it stops the bleeding (if it is abundant it may be necessary to cast this spell multiple times). This spell is however, powerless to hemorrhage caused by magic (the least until the victim is under the influence of fate in question), except otherwise in the lot in question. Wound closed by this spell does not become infected unless the magic there strength. Code:
Small care While affixing your hands on the injuries of a living being, you call the life forces against the one of the death and a regenerative fluid closes the wounds and calm the pain. Allows thus to the profitable one to recover D6+2 life points. This goes out does not allow reducing a break or to let a lost member push back, on the other hand it stops bleeding (if this one is abundant it can be necessary to launch this goes out several times). This goes out is nevertheless powerless facing a hemorrhage provoked by the magic (less as long as the victim is under the exit effect in question), except opposite indication in the exit in question. A wound closed by this goes out does not infect itself, except if the magic the there forces. I know D&D from Baldurs Gate 1 and 2 |
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10 September 2009, 09:21 | #173 | ||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
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Yes, and I fixed both mine and original bugs. The code needs a lot of testing, as I really rewrote some parts completely.
Perhaps you can help without using the custom dungeon : if you grab an original DM1 dungeon (not crunched ; if first word of dungeon.dat is $8104 then it's a crunched one), you can still play it with the code and that would do some sort of non-regression testing. Quote:
Ok. Besides, I'm kept busy with the other versions. Quote:
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Old VGA PC is the base standard. Quote:
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Perhaps, yes. I'm not sure, but this certainly would make many things easier. Where did you go in the game so far ? You have some ideas ? Quote:
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Then stop screaming about the existing one Quote:
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You know where to grab it, and now you can more easily hunt for imaginary walls. I prefer sparing you that burden, too Quote:
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16 September 2009, 16:52 | #174 | |||||
Computer Nerd
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Location: Rotterdam/Netherlands
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A bit late, I know (less time than I thought, and I had to write a simple map maker ), but I've made you a simple map and prepared a tile set suitable for both blitting and directly copying to screen with the cpu:
TileMap.zip The archive contains tha map, tiles, a palette file and a source code which uses all three to show you that it works. The source code isn't very well documented and it's adopted from some existing code I have. It hits the hardware, of course, and it shouldn't be to hard to see what's going on. The tiles are 16x16 pixels, and are stored as 16 words per plane, one plane after another, with six planes per tile, and without a mask. The routine PasteIcon blits this data to the screen, and it's also possible to write the data to screen using the cpu due to the very simple tile format. The map is simply an array of words, where each words is the tile number. To get to the tile you need in the tile data use this formula: tile*6*2*16. The map is 20x16 tiles large. The palette is in the BGRA format, because I used the peecee with freebasic to make the file. Check the source code to see how I've handled it. The code is actually for 0RGB format, but because I haven't changed the format yet, I've just added some temporary instructions to handle BGRA format (documented). Note: color 0 is green, should be black (forgot to change it when remapping the tile colors), but it doesn't affect the tiles, it's just the background color I know how you dislike undocumented source code and this isn't very well documented, hopefully it's clear enough. The reason for this is that I used the code to test if the map, palette and tiles actualy worked. Posting things that don't work is useless To assemble the source use asmone, and copy the directory with the files to ram: Next, the 4GW docs. Those where a little tough, but I've found two sites which are mostly text, they should work fine with Ibrowse. One is for 4GW, the other one is for the 100% compatible open source version of 4GW (dos32): http://www.tenberry.com/dpmi/01.html http://dos32a.narechk.net/index_en.html Both these are about the api, which is called DPMI, and it should be what you're looking for. Quote:
The idea is to somehow write the palette values to the table. Then you start at values zero and one, and fill half of the space between the values with value zero, and the other half with value one. This is then repeated for value one and two, then two and three, and so forth, until all values are written. The problem is that it's probably not that straightforward Hehe, turned out I didn't have much time last week, sorry Done. Hopefully it's what you need. If it is, but the online aspect bothers you, then I can probably clone the sites with a website copier. Quote:
But how do those cd/dvd bootable linux distros boot into a graphics mode that seems to work on all or most hardware? I don't think they use a separate driver for each video card, or do they? Nope. Perhaps I can find a copy somewhere. Hopefully it will work with Winblows Xpee, because DosBox runs like a snail on my peecee Quote:
I'd go for turn based. If you want the game to have a strong strategic element, then it's pretty much essential. Not far. I've barely able to get to the supply area Not as of yet, but a lot of those skills really aren't to difficult. The thing is, it has to be seen in context of the game. The game really needs to be worked out more before you can start working out the rules. Quote:
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Minor Cure: Restores 2D6+2 hitpoints to target. Heals targets wounds. Does not heal fractures. Does not heal wounds caused by magic. It's a dream, alright. A modern '030+Aga os would be great, and it's certainly possible if done by hand. The problem is just that it's a lot of work. Might be a future project... Quote:
Thank you Absolutely. We just need to decide on a tile set and unit animations. I say that the Fire Emblem graphics might still be good enough. There are indoor and outdoor gfx, and especially those outdoor graphics remind of of the earlier Ultima games. They're at least good enough for a skeleton. Last edited by Thorham; 16 September 2009 at 16:59. |
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17 September 2009, 15:34 | #175 | ||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,350
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Your code is clear enough, and your explanations are sufficient anyway. See below for what I did with that (I needed to convert the gfx to iff, sorry). Quote:
Moreover, the executable has some heading code added to it and I can't locate the main exe behind. Quote:
I'm sorry to say that, but wall gfx looks somewhat distorted in Amiga versions, so the ST version is better from that point of view. Quote:
No problem. Quote:
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Perhaps it's the wrong way... Ever tried to get to the pit area next to the hall of champions ? Quote:
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Just be precise enough, say, most damage spells are projectiles that must be described (e.g. magic missile described as a green, spiked sphere hitting the opponent). Quote:
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meynaf.free.fr/tmp/tiles.lzx Use numpad to move, and move out of the edges (or press ctrl-c) to quit. However, the tile set is a little bit too 3D for the character (or the character is too much 2D). I would like a Civilization style view (easier to handle than making some Zelda3 style view), so perhaps Fire emblem gfx are not exactly what we need. |
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17 September 2009, 16:33 | #176 | ||||||||||||||
Computer Nerd
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Doesn't matter, because I had already made a tile c2p converter earlier Just tell me this: Why do you need iff? Seems to me that having everything in blitter format is the most convenient. It's what I always go for. I especially don't like the fact that extra IFF decoding code is needed, but that's just me Quote:
1. Background layer. 2. Item stack layer, where multiple items can be on a single tile (similar to DM). 3. Movement layer, which specifies where the units can walk, and also if they can go up and down. 4. Interaction layer for things like pressure pads, doors, buttons, etc. 5. Work layer for units in addition to a unit list. Makes it easier to check if a tile is occupied by a unit. This kind of setup also makes it easy to make the maps 3D by simply linking the movement layers. In my opinion this needs to be decided on before writing anything. Also, realize that just having one layer is either extremely limited, or a real pain to do anything interesting with. Think about it Quote:
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The advantages are that the sound is better, you can drink directly from fountains, and the game loads much faster, and of course, it's the Amiga version, why play the ST version? Somewhat biassed, I know Quote:
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That's often the case, except when the game has been designed for this, like Advance Wars. You can play this with four people on one GameBoy Advance. Each player gets to move all their units per turn, and passes the GBA on to the next player. Anyway, for the kind of game we're talking about I prefer turn based Quote:
The combat system, and how abilities are supposed to work in relation to the game. Also, what is going to be possible in the game. Quote:
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1. No mmu support of any kind, so no memory protection. 2. Very primitive gui system, much worse than Windows 95. 3. No adequate resource tracking. 4. Horrible management of chip mem. 5. Obsolete scsi.device, sould be ide.device, and should support atapi+large hds. 6. Standard filesystem is bad. 7. Numerous other features missing. Patching up all the holes in AOS is a long and painful process, where in-depth knowledge of the whole os is needed (which is something I don't want to get into), and some of the above will be very hard to solve. This is not worth the large amount of time and effort required, and even if it's done, you'll end up with an old os that's patched up in far to many ways. It's a much better idea to start from scratch, and design the new os properly from the start instead of taking a Deux Chevaux and trying to turn it into a Formula One racing car Strange that they didn't list it... As for her appearance, she looks like a kid in kids wizard clothes, and the character could've been either male or female. Last edited by Thorham; 17 September 2009 at 16:45. |
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19 September 2009, 21:18 | #177 | ||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
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needed. The blitter format is not more convenient, because I blit with cpu from fastmem so gfx can be in large quantities. Chipmem is limited, you know. Quote:
I think the movement layer isn't necessary, or can the very same gfx be sometimes walkable on and sometimes not ? About objects and interactions, how to handle that graphically ? Won't this also change the tile ? Quote:
Adding new layers in my code is relatively easy, but I need to know what to do with them. Quote:
And aren't those gfx copyrighted ? Quote:
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2) Try to drink directly in the last version and you'll have a surprise. 3) Game loads much faster because it's not crunched ; graphics file is a lot bigger because of that (mine is relatively big too, but it contains more gfx). And before screaming it's slow, copy game to ram: and try again Btw. I have a quit option, Amiga version has none. 4) I use the ST version because it's simpler to manage and gfx are better. Not to mention CsbWin also uses ST code, so it's easier for me when I have a look at it. Of course, everything looks distorted when you use composite output, so you perhaps won't see a thing I guess this was just an unclear idea. Quote:
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Indeed. It's just that many spells are not suitable for computers. Then let me see what you can produce... Quote:
There are alternatives. And if you think win95 is good, try to move a window while the program is busy. I did resource tracking in my lib, I have no problem with that ;-) This is more a hardware problem. Chipmem is small and slow, and that's all. A new OS can do nothing about that. Quote:
It's better than FAT and you're not forced to use it. What features ??? Btw. If a list for peecees OSes was to be made, it'd be much larger than that one. Quote:
If patches are clever and not-so-dirty, there's no problem with them. Quote:
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And the gunna isn't exactly like a wizard robe ; however it's just a possible hint. Anyway the dungeon file isn't ambiguous on that. |
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19 September 2009, 23:44 | #178 | |||||||||||||||||||||||||||
Computer Nerd
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Then there are the water tiles. Those can be walkable if the water is undeep, and are swimable if characters aren't wearing heavy armor, so those behave a little differently. Furthermore, maps with different tile sets each have their own selection of walkable tiles. And finally, you could have illusionary walls, dummy buttons and floor tiles which seem normal, but trigger some thing if you walk on them. Quote:
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Yes, it is. Quote:
Yes Perhaps it can be bought in a game shop for a few bucks. Quote:
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What I mean is how are those abilities going to fit in the game. Quote:
Okay, I just replied immediately Yes, you do need memory protection. Enforcer is not a system protector: It doesn't prevent tasks from overwriting each others memory areas. It's a debugging tool. The guide file in the Enforcer archive actually states that it isn't a system protector. In fact, I'm getting hugely fed up with program bugs crashing the system, and having to reboot. Or, some program crashes, and the system doesn't hang, but I reset anyway, because I don't know what damage was done, meaning it could crash a little later. Furthermore, no memory protection creates a completely insecure system, where malicious programs can literally do anything they want. Not good. In my opinion memory protection is essential, because it makes the system much more reliable. No more system cashes, it would be a dream come true. Quote:
Another thing is, that a new OS could have a great GUI that is also easy to program for. Quote:
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This only shows how aged AOS is, these basic things should be standard. True, it would just be better if a new OS would have something better by default. Perhaps I was overdoing it a bit Quote:
Anyway, the point is that there is a lot of room for improvement in AOS. It has been showing it's age for a long time now, and in fact I don't like AOS anymore at all. To me it's only redeeming feature is that it can boot fast. Quote:
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The problem is still that it's a process of trying to patch up an old OS that should have been replaced by something superior a decade ago. And my biggest problem is that I find Winblows XPee to be much more usable than AOS 3.0. This isn't even a sad thing. AOS 3.0 slaughters the Winblows versions of it's time, but today it can't compete anymore. I don't mind, it just means it's time to make an Amiga OS that slaughters yet again Why do you think I always write Winblows and not Windows Quote:
Aha! The clothes in the inventory. Damn, I didn't think of that Strange, I never made the connection somehow |
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21 September 2009, 18:35 | #179 | ||||||||||||||||||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
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About your question : should the game be BIG in size or not ? Quote:
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See Ambermoon for an example of how this can be (correctly) handled. Quote:
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And triggers are in the interaction layer, not here. Quote:
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You don't have the game, but I can give you some exe files to work with. Quote:
DM1 3.6 code just has a x,y distance table to get the volume for left & right, and it's no good if the monster is behind a wall and can't really reach you : you'll still think it's near ! But if you can give me a good method to handle this, it can be done quickly. Quote:
And you can amiga-M to fetch the save in ram and put it to hd if it's that important. But if you didn't check the game for a long time, it loads faster now. They did use the same graphics, but not for walls (or they are treated very differently). Quote:
That's very possible. Either the game is abandonware and you should be able to find it somewhere, or it's not and you should be able to buy it ! Quote:
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On the other hand, the game forces people to change old habits (like recruiting the very same party over and over) or they fail Personnally I have no problem with the hall of champions ; the real danger is below (but it would be less dangerous if you simply could retreat to a safe hall). Quote:
Imagine you cast an illusion spell. Can be anything you want, but on the computer you can't do that. Cannot be implemented (or will be very limited). Charm spells alter the behavior of characters, but it requires a human to correctly interpret the NPC. And now ? Quote:
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AOS scsi.device can be completed by things such as idefix. And if the name really annoys you, change it in your rom Quote:
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Yeah. Quote:
1. You can copy and use whatever parts of the OS you want. No registry, no hidden files to go in the way (try to migrate your OS and all your programs from one PC to another - a pain !). 2. Intuition screen flipping. No PC has that. 3. Windows don't go to the front when you click on them, allowing to easily copy and paste between windows that overlap. 4. You can move icons around without this to become permanent ; good when you do that by mistake ! 5. Icon size aren't fixed. You can have any size you want, so important ones are made bigger. 6. No shutdown procedure : just turn the machine off. 7. Standard Installer with readable script - you no longer need to blindly trust the thing. 8. Popup dialog boxes don't block other windows until you respond. 9. RMB cancels any operation such as moving a window. On PC you have to revert things manually. And if you've moved things around and messed up them, on AOS it won't be saved behind your back ! 10. SetPatch command can be enough to keep your system up to date ; no need of huge "service packs" which mess up your system (SetPatch can easily be reverted to previous version). 11. Native localization system. No need for several versions of a program. 12. Automatically mounted ram disk -> no temporaries messing up the HD. 13. No need to lock() a screen's surface to blit on it (that one's for gfx programmers). 14. Datatypes, that is, system wide codecs. Too bad the concept is underused. 15. ARexx : script to control apps. Very powerful, and present in all machines. 16. Shared libraries. On other OSes you have dynamic link libraries or static libraries ; both use heaps of memory because of duplicated code or data. On Amiga, only one instance of the library and all its stuff is there. 17. Early startup control. Press both mouse buttons at start, and you can choose which device to boot on, disable them, and see if an extension board is recognized or not. 18. It still multitasks faster than the others, despite running in a hardware much older than them. OS 3.x can do up to 6000 task switchs per second on a 68060, where win xp on a 3Ghz P4 can barely do 64 (I measured). 19. If you have a bad crash and reboot, you can still (if you know how) grab memory and get back what you didn't save. 20. You have full control over your computer. It doesn't do things behind your back (such as connecting to some site to see if you paid for the app you're using). 21. You can move/rename files even if they are open. On the PC you can't even rename the MP3 you're currently listening (try it !). Similarly, you can delete a program even if it's currently running. You want more or this is enough ? Quote:
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Btw. Hissssa is really a male (there were some doubts for me long ago). |
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21 September 2009, 21:02 | #180 | ||||||||||||||||||||||||||||||||||||||||||||||
Computer Nerd
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Again, it's your code. I've explained how I would have done it. You decide Quote:
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People who like the game, and want to play together, perhaps. Quote:
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Okay, that's cleared up then. Quote:
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You wait No, seriously, I'm working on it. To me there is. Quote:
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If the GUI system is written from scratch properly, you don't need a wrapper. Quote:
Memory protection is essential, why are you so against it? But there isn't, and there wont be. A new OS can make better use of what's available by copying pages to and from FastMem (fast on '030). Quote:
AOS4 doesn't run on 68K+AGA, and how good is it exactly? Quote:
Okay, I was overdoing it here, too, but it just goes to show how much I think AOS 3.X needs to be replaced by something better. You can simply blit video pages. Very fast on even my old peecee, and it's used in Linux when you use multiple desktops, works like a treat. Quote:
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With Winblows Xpee you can do that, too. I do that a lot, and it never fails. Quote:
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Although I must admit that you have a point, it doesn't mean AOS is a very good OS that can't use a replacement. Quote:
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Well, that's what I always thought. And Tiggy should have been a guy, of course. |
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