14 February 2009, 08:59 | #81 | ||||||||||||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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Yes, I like it.
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First, by not and'ing the values to FC before using them you'll make imprecisions which, though not really affecting overall visual quality, will defeat the fringing reduction method which require exact comparisons. The 12-bit method isn't affected but the rest will be. Second, -(a6) will be one cycle slower than (a6)+, which is the same as (a6), and as a result you'll in fact lose 2 cycles in the general case. As fixed pixels are not great part of the image, the gain here is not enough to compensate. Sorry for the cold shower Quote:
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Wow. Your stereo system must be very bad, your're a really strange guy Quote:
Perhaps you also know the name of the tracker that's used ? Quote:
This already exists for SNES and is slow enough... Quote:
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patchrom quiet setpatch quiet makedir ram:env ram:env/sys assign env: ram:env assign env: sys:prefs/config add assign envarc: sys:prefs/p assign envarc: sys:prefs/config add assign s: sys:prefs/config assign s: sys:s add assign l: sys:prefs/config assign l: sys:l add assign t: ram: assign clips: t: assign keymaps: sys:prefs/p assign libs: sys:classes add assign locale: sys:locale copy >nil: prefs/p/sys/#? env:sys iprefs conclip path ram: sys:utils c: loadwb endcli FFS gets mounted MUCH FASTER than SFS, hence is good for boot partition, on which files that are used at boot time were copied first. And WBStartup only contains Multi-CX. Quote:
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IMO magical map spells can be good, too. DM2 (and late versions of CSB) even has both. And blasphemy, yes But for me it's much more arcade than RPG. Quote:
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Sorry, but I still don't get it. Or maybe... the game will be classified as old school because you decide it is. This way I understand, of course ;-) Quote:
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But its 3D view is more realistic than DM, especially for stairs (monsters can climb them). So, now that you have it, what will you do with it ? Quote:
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It was not to let bad games to come out, or something like that. A bad excuse, probably ;-) Quote:
No, I can't However it's not exactly to suit my own tastes but the average visitor's. As an emulator is... Quote:
If it were the inability to eor from memory to register, I'd have immediately understood ;-) Quote:
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Mixing channels is very easy, but doing it with good quality is something else. Quote:
It's probably not meant to run on a PIII ;-) I'm glad I (more often than not) prefer health over politeness. Quote:
It's not worth. The extra speed wouldn't even be noticeable (ham rendering accounts for much more). If it's easy, then ok. |
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17 February 2009, 05:10 | #82 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
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Posts: 3,767
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As said, here's the locale system idea I've come up with: Locale.zip.
In it's current state, it's only use is to demonstrate the idea. No locale files are generated, and there is no error checking what so ever. Implementing the rest of the features is not a problem, but I want to know what you think first. The pogram can be run from the cli, however, to show that it works. By the way, if this seems a little simple, then that is because there seems to be very little reason to make it more complex. If you have any additional ideas, let me know, but I think this idea is probably going to be good enough. I really can't think of anything important to add. For a full reply to your last post, check later today. Last edited by Thorham; 17 February 2009 at 05:18. |
17 February 2009, 17:33 | #83 | ||||||||||||||||||||||||||
Computer Nerd
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In case you missed my previous post, look above this one to find my locale system idea with some code.
Thanks. I wish I could come up with stuff like that all the time. Quote:
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That's quite alright However, I still think the scrolling belongs in the past, and scaling to fit is more modern Peecee equipment just isn't as bad as you think. Quote:
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Never knew that, either. Yes, but how well has it been written. If you're referring to snes9x, than that probably is as slow as it can get. What emulation do you mean? I listen to internet radio a lot. Quote:
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Mine contains more. I think I'll leave everything as it is, and add boot options for a fast programming boot system. I don't want to strip-down my main boot system, but faster booting after ASM coding related crashes would be great. You don't need Dopus? What do you use for file management? Not Workbench I hope... Now how am I going to explain this... Quote:
Diablo 2 is really an action RPG. The label RPG is probably not even correct in the first place. It's just that the player can develop a character in many different ways. Same goes for games like Jade Empire (awesome). Quote:
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I haven't really palyed CSB a lot yet. Also, CSB might be too hard solo, DM 1 and 2 are much easier. Quote:
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Look at the code to see how it works, for starters. Should be interesting Quote:
Although I do have some ideas, the combination of bulding/adventure/rpg is proving hard. I can't fit the the building in anywhere This may take a while, unless you've figured out how to fit it in. Quote:
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What platform is it for? Quote:
Yes, it is. See post above this one for the idea. As you've probably read that by now, what do you think of the idea it self? I know the implementation is not practically usable, but it's not meant to be. If you like the basic idea, tell me what you might want to see added, and I can make a useful implementation out of it. You're probably right. I do use my peecee a lot. Only the cpu fan needs replacing. It still works, but it's been getting noisy lately. Need to replace it fast, before it stops working, though. No fan=peecee stays off, no fan+peecee turned on=fried cpu Quote:
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They're a bunch of bloat ware making idiots Well, I do these things because of addiction, not politeness Quote:
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It should be. The scaling loops use less than the entire cache, so they're really small. Some of the loops are much smaller than the cache in fact. Keeping the code under 30kb shouldn't be a problem. It might be different for pixel perfect down scaling, but I haven't even tried to write that yet, would be much slower anyway, so it might not even be useful. Last edited by Thorham; 17 February 2009 at 17:46. |
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18 February 2009, 01:14 | #84 |
Computer Nerd
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As said in my previous post, here is the WinAmp on Workbench mockup. The gui is in compact mode in this image: WorkbenchWinAmpMockup.zip. No resizing was needed!
The Workbench (my WinUae Workbench) uses a 64 color screen with the NewIcons 4 palette, and the result is much better than I expected, it looks almost identical to WinAmp running in 24bit color mode. I've edited the gui a little to get rid of useless buttons, which makes it a little smaller. If you want to see more, I'll try making a mockup of the full gui to see how it turns out. |
19 February 2009, 20:08 | #85 | ||||||||||||||||||||||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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See below for the answer. Quote:
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Who knows... Quote:
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Probably. But it's not as good as you think either ;-) Quote:
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If there are no vocals (lyrics), you can't say what it is. What are those files sizes anyway ? For which durations ? I know a few others, but I won't burden you with that Quote:
That's a good reason. Yep. Quote:
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Then again, I don't have huge file management needs. I dunno... Well, for an example of what I like in this area, you can check the automap in the game Evil's doom (there is a demo on Aminet if you can't find the game itself). Here it's a spell. Quote:
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Frankly I prefer CSB's dungeon over DM1. Much less linear, and still very logical. But none of the three games were ever designed to be played solo ! Quote:
Btw, something I don't like in HG is that you can't resurrect/replace the fallen characters and they don't seem to progress at all. Not to mention you can't fix damaged objects. Quote:
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If you have lots of travels to make from a dungeon to a city and vice-versa, why not letting part of your group build a road while the others explore ? Why not allowing them to build a laboratory to research for new magical weapons/spells ? (would give a tech tree) Also, the game could allow the characters to build up their own cultivations for food. Just a few ideas of mine... Quote:
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Skan has gone relatively far, however (see the other thread). Now you have to beat this ;-) And, yes, monsters stay away of these corridors. This is by design. But wasn't that single monster you met (and which gave you the first key) quite long to defeat ? Quote:
So far it has run on my Miggy, but also on a friends's Linux peecee. It was made to be portable (it's one of the few non-asm - that is, C++ - progs I did). Quote:
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Anyway I could have a look at it. The idea looked quite standard to me. If you want to add new features, here are a few : - default built-in strings, in case no locale file is found - string format with parameter order (not all tongues have the same word ordering, e.g. french usually places adjectives after the noun where english places them before, also german tends to place verbs at the end) - locale date and time format - number format (decimal point vs comma) Quote:
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But you want to know why color handling does slow things down ? Because of the constant color remapping operations the GDI has to do. Color remap isn't a fast operation, you know. Quote:
Man, I love your comparison. But I can only encourage you to make your OS. This way you will understand why the steam engine is still there. Quote:
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But resampling to any ratio is very easy. However, these operations introduce noise. Filtering this isn't easy, and if you do, you may well add some crappy effects (such as treble removal). I've read that any time you resample a sound, you have to high-pass filter it, but I don't know how to do that. No, they're the best programmers there are. Simply making the bloody thing to work at all on such a stupid architecture was really a feat ! Yes, but you didn't say no at first place ! Quote:
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Working on a plain A1200 is an important feature, albeit not a high-priority one. Remember that decoding directly to chipmem (when you have fastmem) will be slower than copying data back, because bytes are decoded, not longs. Quote:
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You may try a mockup of the whole GUI, but keep this screen format in mind. Btw I've never used Brilliance (yes, I know you used it ), I prefer PPaint. |
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23 February 2009, 16:20 | #86 | |||||||||||||||||||||||||||||||||||
Computer Nerd
Join Date: Sep 2007
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Only so much is possible, I'm afraid.
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Indeed. Amiga software needs modern features! I don't think it's the best, I just don't think all of it is crap, that's all. Quote:
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Final Fantasy 10: 42.9 MB for about one to two minutes per song (counting unique data, also looped). There's 93 songs, averaging about at about 472 kb per song. The playing time per song is a guess, but it's accurate enough, I hope. As you can see, the amount of audio is more than what's possible with just compression, it has to be tracked. This emulator is very slow. Zsnes, which is not available for the Amiga, is much faster. Actually, snes9x is slow on my peecee! It may be possible to do fast audio chip emulation anyway, especially if there aren't a whole range of exotic features to emulate. Yes, it is. There are some cool house stations I listen to a lot. It's great Quote:
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Ok, I've started with the mock-up. I already have some old gfx I made years ago, they should be a good base. I'll post them later, because it can take some time to do this right (you can't just slap things together and expect it to work). Quote:
It's a lot more modern than Pang. Quote:
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But there's more. Food restores hit points, while only med packs and medics should be able to do this (only applies to organic chars ). And of course the inventory system is totally bogus Quote:
I've noticed that your gui doesn't handle different WB font sizes very well. Thought you might wanted to know. Quote:
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There's always a ton of crap and very few gems available for those systems. Quote:
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Ok, here's the code. It's the crude working version of my decompressed png decoder. Now you can see for yourself. Code:
;----------------------------------------------------------------------------------- Decode_Png_24 ;Decodes a decompressed 24bit png image. ;----------------------------------------------------------------------------------- movem.l d0-a6,-(sp) move.l #3,_pixelwidth move.l #512,height_c2p move.l _bmpbuffer,a0 move.l _picture,a1 move.l png_height,d1 subq.l #1,d1 move.l _picture,temp move.l _bmpbuffer,temp2 move.l png_width,d0 mulu.w #3,d0 addq.l #1,d0 move.l d0,a6 .loop_y move.l temp,a1 move.l a6,d0 add.l d0,temp move.l temp2,a0 add.l #1280,temp2 move.b (a1)+,d2 cmp.b #3,d2 bgt .case4 beq .case3 cmp.b #1,d2 bgt .case2 beq .case1 .case0 move.l png_width,d3 lsr.l #2,d3 subq.l #1,d3 .case0_loop move.l (a1)+,(a0)+ move.l (a1)+,(a0)+ move.l (a1)+,(a0)+ dbra d3,.case0_loop dbra d1,.loop_y bra .end .case1 move.l png_width,d3 subq.l #2,d3 moveq #0,d4 moveq #0,d5 moveq #0,d6 .case1_loop add.b (a1)+,d4 move.b d4,(a0)+ add.b (a1)+,d5 move.b d5,(a0)+ add.b (a1)+,d6 move.b d6,(a0)+ dbra d3,.case1_loop dbra d1,.loop_y bra .end .case2 move.l png_width,d3 subq.l #2,d3 move.l a0,a2 sub.l #1280,a2 .case2_loop move.b (a2)+,d4 add.b (a1)+,d4 move.b d4,(a0)+ move.b (a2)+,d4 add.b (a1)+,d4 move.b d4,(a0)+ move.b (a2)+,d4 add.b (a1)+,d4 move.b d4,(a0)+ dbra d3,.case2_loop dbra d1,.loop_y bra .end .case3 move.l png_width,d3 subq.l #2,d3 move.l a0,a2 sub.l #1280,a2 moveq #0,d2 moveq #0,d4 moveq #0,d5 moveq #0,d6 .case3_loop move.b (a2)+,d2 add.w d2,d4 lsr.w #1,d4 add.b (a1)+,d4 move.b d4,(a0)+ move.b (a2)+,d2 add.w d2,d5 lsr.w #1,d5 add.b (a1)+,d5 move.b d5,(a0)+ move.b (a2)+,d2 add.w d2,d6 lsr.w #1,d6 add.b (a1)+,d6 move.b d6,(a0)+ dbra d3,.case3_loop dbra d1,.loop_y bra .end .case4 move.l d1,-(sp) moveq #2,d7 move.l a0,a4 move.l a1,a5 .case4_loop2 move.l a4,a0 move.l a5,a1 move.l a4,a3 addq.l #1,a4 addq.l #1,a5 move.l png_width,d3 subq.l #2,d3 sub.l #1280+3,a3 moveq #0,d2 moveq #0,d4 move.b (a3),d2 addq.l #3,a3 .case4_loop move.l d2,d0 move.b (a3),d2 .case4_peath move.l d4,d1 add.l d2,d1 sub.l d0,d1 move.l d1,d5 sub.l d4,d5 bge .case4_peath1 neg.l d5 .case4_peath1 move.l d1,d6 sub.l d2,d6 bge .case4_peath2 neg.l d6 .case4_peath2 sub.l d0,d1 bge .case4_peath3 neg.l d1 .case4_peath3 cmp.l d6,d5 bgt .case4_peath4 cmp.l d1,d5 bgt .case4_peath4 add.b (a1),d4 bra .case4_peati .case4_peath4 move.b (a1),d4 cmp.l d1,d6 bgt .case4_peath5 add.b d2,d4 bra .case4_peati .case4_peath5 add.b d0,d4 .case4_peati move.b d4,(a0) addq.l #3,a0 addq.l #3,a1 addq.l #3,a3 dbra d3,.case4_loop dbra d7,.case4_loop2 move.l (sp)+,d1 dbra d1,.loop_y bra .end .end movem.l (sp)+,d0-a6 rts ;----------------------------------------------------------------------------------- Quote:
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Crunchy silicon, tastes good No, she's just not impatient, and it saves her some money, that's why she's happy with the computer. Windows only proves that it's easy to screw things up, nothing more Quote:
So did I, but as it turns out, in 1906 there was a steam powered car that went around 200 kph, not very slow if you ask me Quote:
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No, I didn't, but it wasn't politeness, it was curiousness, and hey, beer just tastes good. Quote:
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Ok, I already have a bunch of plain scaling loops that now need to be integrated into your viewer. Quote:
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Brilliance 2 is the king. It's very fast, has unlimited undo (unlike Dpaint) and allowes editing of 24 bit images with a ham8 preview. In my opinion, Brilliance is superior Last edited by Thorham; 23 February 2009 at 16:33. |
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26 February 2009, 14:08 | #87 | |||||||||||||||||||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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About chipmem pipelining : you can fit more than 20 cycles (on 50 Mhz 030) of instructions after one single write. Any instruction type will do, provided they don't access memory. But we probably won't agree on what "modern" means :-D Quote:
Yeah, big loudspeakers. Quote:
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What's wrong with FFS ? Sure. Quote:
But what can your Diro4.16 do, that WB/Cli can't ? Ok. Quote:
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Same as above. I won't understand unless you can define what you mean by "modern" vs "old-school". Yep A good idea. It's more "modern" than DM1 Quote:
"Although it is possible to venture out with fewer than four, most of the hostile creatures will appear in large numbers, so having a full group will help weigh the odds of survival in your favour." So this is just an option, not the main way of playing. Quote:
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Of course the inventory system is bogus, but it's a side-effect of the split screen : not enough room ! You mean layers such as in UFO ? This is perhaps not good for huge lands, as it multiplies the surface. Quote:
I didn't pretend it worked well anyway Quote:
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So now ? Ok. No problem with him then. Quote:
Perhaps. But, you know, it's not very impressive despite the lot of work on it. Quote:
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Must be simple and efficient, that's all. Ok. That's all I can think of. Quote:
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It's bitter, and looks like piss (and ends up being it very quickly !). Quote:
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Moreover, I don't like duplicating code ;-) Quote:
And that, for a particular format which it not widely used ? Quote:
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I didn't test v2, but old Brillance didn't seem good to me. |
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02 March 2009, 23:43 | #88 | ||||||||||||||||||||||
Computer Nerd
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First things first, the game menu mockups and scaling loops.
I've made two mockups for the menu system, they take quite a while to make, so I'll post some more later, and I want your input, of course. One is for the stats, the other for the equip screen. Don't worry if some of the stats don't make sense, or don't fit the game, this can all be changed. Furthermore, the sizes of the menus should not be fixed in the game. Here they are: Mockups.zip As for the scaling loops, I told you I had a bunch, but those are all 24 bit: 2x2 to 1x1 3x3 to 2x2 3x3 to 1x1 4x4 to 3x3 4x4 to 1x1 Because they are of no use for 16bit, 15bit and indexed, I have to make all of those separately. I'm currently finishing all of the indexed loops, but it has taken quite a while. You see, I had to do 8bit, 4bit, 2bit and one bit (7bit, 6bit, 5bit and 3bit should be possible with one of the other indexed loops). Thats a total of 20 loops, plus 16bit and 15 makes for another 10 loops, and you can see that this will take a while, so hold your horses, it's getting done. Quote:
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Yes, we will: Pong is old-school, 'latest peecee title' is new-school (modern). Quote:
I have old KEF speakers, man, that bass is deeeeeeeep. Quote:
For the Playstation 1 Final Fantasies it's most definitely tracked, and I guess they do sound just a tad simpler, not much, though. Me neither. But I can tell you that Zsnes works at a constant 50 fps on my old peecee, with vsync on, everything is super smooth, except for the glitches caused by the os (which can't really be helped, not even under AmigaOs). This program probably has all of the important routines written in hand optimized assembler, and is a good example of peecee software that performs very well. Not really. It's just a pitty that I've got to have my peecee on to use net radio, d'oh Guess I need to buy a stand-alone internet radio... Apart from partition size limits, validating. This single thing is the reason I've always used small partitions, because waiting for two gig to be validated just sucks. With SFS there is no validating, so there's no waiting. Now I know it doesn't happen often, but when it does it just sucks. Quote:
Also, because of the large number of files you've got which still need sorting out, Diro will be much better than WB/CLI. Try it now Quote:
You've seen the pics I've made, so tell me what you think. I can make more of them, but as said, it takes time. Quote:
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Sorry for that, but I just had to No comment... Quote:
Truth of the matter is that they may have designed it that way, but the implementation doesn't in any way need all chars or even two, one is enough, because your single char will become quite strong, stronger than the individual chars in a party. So it may not have been intended, but the implementation tells a different story. Perhaps an intended option? Maybe we could just drop the DM view, and go 2D instead? Just asking Quote:
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My idea: Have adventurer compatible professions, like warriors, wizards, thieves, etc make up the adventuring party, while there are non-adventurer professions like smiths, farmers, builders, etc who handle building and other settlement related business. At any point in the game where you want to stay in one place for a while, you can bring in those non-adventuring characters to construct a settlement with farms, etc. Over time this settlement can grow into a city. Such settlements can also have armies of adventure compatible characters (soldiers, knights, archers), and can be used in large scale territorial battles. Your party can be used to explore and fight in dungeons, etc. How does that sound? Yes, but the gems are truly shiny. Fix the party setup problem, and you have a winner! As said, the only problem is with party recruitment. You might be able to show a website whith a layout you like? Quote:
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You're not to blame anyway, because they should've used a more sensible format. Ok, but I'm finishing those scaling loops first. Partially. The fact is that in exchange for a little patience, her computer does everything she wants, and she can do it at home, instead of at work. And besides, Ubuntu 8 isn't that slow on her machine. I still don't see how everything in a gui needs to be remapped all the time. Still, 200 kph in 1906 with a steam car... Not bad! Perhaps this is because none have been written No kidding. Quote:
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Oki doki. Oh noes, I'll have to scale... Quote:
What does it lack what you need? Last edited by Thorham; 02 March 2009 at 23:57. |
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05 March 2009, 13:10 | #89 | |||||||||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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Graphically it's more than good enough for my taste. Only thing I can say is that the inventory should display many more objects (full backpack inventory). Quote:
Also, I'm not sure ratios such as 3 to 2 are useful, in my opinion only 8x8 -> 1x1, 4x4 -> 1x1, 2x2 -> 1x1 are needed (unsure for 8x8). For 1 to 8 bits you'll have to do a p2c (probably). Quote:
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But I have no example of instruction which doesn't pipeline correctly... Quote:
So both sides will see you as a relapsed heretic and will want to execute you Oh, why did the ceiling fall ? Quote:
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hand weapon again. Besides, the relative feebleness can be compensated with training, and the exponential nature of the levels (you need twice the experience for each next level) will make your one-man's advantage too small to be really useful. As for dm2, you'll never beat the boss with only one character. Period. You may say I didn't test the one-character trial. But, man, I do this all the time, and with a very dangerous dungeon : mine ! Finish CSB and beat DM2's boss, then we'll see. Quote:
Avoid weirdness ? Well, perhaps... Quote:
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Where would they be used ? Yes, if only I could have correct gfx for those icons... Quote:
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Now you can't say you can't make the building stuff to fit in the game :-) Beware of shiny gems, as they're often cursed Quote:
Anyway I think I won't "fix" this. It's really part of the challenge, and adds a never-seen part of strategy. It's not a problem, not at all. Or do you want me to provide you with a saved game of your chosen party, just to prove it's not that hard to do ? Some ppl did not like csb because it's not linear like dm. Bah ! You won't like my dungeon because the hall of champions isn't safe. I can live with it Not really. And you ? No, it's not really a 68k emu. It's a design based on 68k ideas. Quote:
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I'm not asking anything Quote:
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Not bad. Perhaps not really comfortable ? Certainly. Quote:
Now I understand why the gods made such a stupid world ! Always have been Yes Sir Quote:
Simplicity maybe ? Perhaps you can try Personal Paint to see what I mean. |
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12 March 2009, 21:34 | #90 | ||||||||||||||||||||
Computer Nerd
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Hehe, I was hoping you'd say that Anyway, some things come from existing games. The portrait comes from Fire Emblem, the large font used for the character name and equipment and the larger number font used in the stat screen come from Final Fantasy Tactics Advance, and the equipment icons are redone versions of the shop icons in Final Fantasy Tactics Advance (and actually look better than the originals). The other font and the layout is done by myself completely.
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Ok, only two pics (this didn't take long to do, of course), the map and map with the new equipment screen (renamed to Items). The idea is to have the stats pop-up when you right-click on a unit. The menu as a whole can simply be toggled on and off by pressing the space bar. Shifting through the characters is done with the cursor keys. Right-clicking over an item pops-up a description with specs. This leaves little to add (which I didn't do as you can see). All that's needed is a cursor for both mouse and keyboard control and small pop-ups for simple stat view and terrain description. Thats it. I didn't really have a lot of time, so I'll do this tonight, I just wanted to post a full reply The 'map' is actually what I would like the battle view to be like. As for the graphics I've used, they're from, guess what, Fire Emblem. I just downloaded a suitable map, and pasted a bunch of units on top of it. Pity they're copyrighted... Edited 13 March: Here is more of the interace as said: Map-interface-final.zip Note that the colors are not very optimal, this is because I've used my Amiga with composite video output. This is not ideal for this sort of work, and I may have to resort to using the peecee in the future. Quote:
For most of them, yes. For one and two bits, probably not. Anyway, apart from 8x8, this is the last thing that needs to be done, and eight bit has been taken care of. It's a pity I can't use that code for all the other bit depths as is, oh well Like when? Quote:
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Indeed They also look compressed. But they are tracked. Not all Playstation and Playstation 2 games use cd style audio tracks, it's a reasonably well known fact. If they didn't exist, the WinAmp player wouldn't need to do a full audio chip and cpu emulation to play the music. Yes, the glitches are just frame update irregularities caused by WinXp preempting Zsnes. This is not the emulators fault, and all software that runs under WinXp is affected by this, and it can't be helped. Yes, it can cause update irregularities. If a game running under AmigaOs get's preempted at the wrong time then you'll get those irregularities, and it can't be helped in this case, either. Probably all preemptive multitasking os' cause this. The radio is handier It will when FFS wants to validate two gigabyte. Then try 4.16 and configure the thing properly. Of course, tastes differ Ok, I give up Quote:
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It is, or the game would force you to select four characters. Quote:
Weirdness includes things like pink elephants, etc. It's a good idea to leave stuff like that out of the game. Quote:
How so? A tile simply has an up and/or a down link which leads to another area. Doesn't sound so difficult to me, or am I forgetting something? Primarily in dungeons and buildings. You should focus on getting the interface to handle different font sizes first. Quote:
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Well, there are some., I guess. Want me to post pics? Right, that's what you said Gonna post it next time, but there is very little to see, really. Quote:
As the scaling is complete, and the p2c is getting done, I should be able to start on it next week. Most software is as simple to install as selecting the program of your choice in the package manager and telling it to install it. Done. But you're right, she doesn't know how to do it. Quote:
Probably not This has to change... Explain, plz Yup, stupid it is. Oh, well, I didn't want to do that, but I'll do it anyway then... I have, and the same goes for Dpaint. I dislike both programs. Brilliance is faster, and the gui bar at the bottom of the screen is more comfortable to use to me. Also, Brilliance allows editing of 24bit images, and uses ham8 for preview. Great program in my opinion. Last edited by Thorham; 13 March 2009 at 17:07. |
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16 March 2009, 10:34 | #91 | ||||||||||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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Like when a program is mysteriously faster on 030 than on 060. Pipeline in fastmem and you will have no trouble. Quote:
It isn't time yet. But you lose nothing for waiting Quote:
If it's tracked, then there HAS to be some editor for it, and it's probably not running on the PS itself but on a PC. A full audio emulation isn't necessary in that case either. Quote:
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If no other task needs cpu, you will not get those irregularities (unlike on win$ and even linux). Prob'ly, but 060 is fast enough for streaming audio. Unlikely, as my FFS partitions are 1 gigabyte only ;-) Quote:
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That's the main problem of this leveling system... Quote:
The boss won't probably regenerate faster than your damages to him, but so will you and because of his minion spamming you'll die a lot quicker than him. It may be possible, but this is theory. Here you see that the game was not planned to be completed solo, even though most of it is easy enough. Right. But that's just quick-testing a dungeon area. I wish it did Quote:
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New ideas will come with time, I guess. But there is a problem we'll need to face one day or another : it is the game's rules, that is, characteristics and experience. How will this work ? I don't want to make a game where the characters have a global level, as this is meaningless in real life ! Quote:
But you probably won't complete it (I think). Quote:
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That would be betraying the dungeon's spirit. Of course you won't see that until you've played up to an advanced point, so please do it. Yeah, you can. Quote:
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I don't even dare to hope. You say that the implementation is at fault, but I won't believe you until you make a better one. Quote:
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And the gui bar at the bottom of the screen uses way too much room. As I litterally never edit 24bit images, PPaint is better for me, especially because of its color usage statistics - I simply can't live without that. |
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18 March 2009, 17:28 | #92 | |||||||||||||||||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
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Posts: 3,767
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They'll do fine as stand-ins like you said.
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How is that possible True. Always four free cycles. Realism, and cooperative game play with multiple players. In these game you can't just rush in and shoot everything anymore like in Doom, Quake, etc. Older shooters didn't used to be like that. Quote:
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I think I prefer the radio. Still takes for ages Ah, right. Without configuring Dopus, it's not as good as it can be. Indeed I like that system, but I generally don't like needing to level up too much in RPGs, and in DM with one character, you don't have to gain more then a few extra levels here and there. Quote:
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A good example of the last one is the Final Fantasy 8 no junction challenge. Basically junctioning allows the player to increase a characters stats, use magic and items, while leveling increases stats very little. Leave out junctioning and the players options become very limited. It's possible to complete the game like that, but it's so difficult it's almost insane , but some people like this kind of challenge, intended or not. In the end games are intended to be enjoyed by the player, so the player should simply play in the way they like most Why? If you want to play with four chars, you can, and if you don't, you don't have to. It seems to me that the current system works just fine. Quote:
Magic is essential, in my opinion. Magic is fantasy, pink elephants are weird, but possible. Get an elephant, and paint it pink Of course! A lot of the item graphics are much to big, and making them all 16x16 pixels would save a lot of room. Really? I didn't know that. The difference is, that I want the game to be 3D internally, where enemies can follow you up/down. Such a way seems best, because layers aren't really needed outside a lot at all, while in a castle, you'll need plenty of layers. You can have the gui use it's own font, or just the system font. In both cases, get the font dimensions, and draw the gui based on those dimensions. Simple enough if you can handle fonts properly. I've done something similar in FreeBasic on the peecee using the FreeType library for TrueType fonts. Works like a charm, and it isn't very hard, just a bit of work. Quote:
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As for global levels, a better idea seems to be to have characters gain experience based on what they do. Warriors who use swords, will become more proficient with swords, just like in real life. When they switch to axes, while they never really used them, they will have to gain proficiency with axes. Same for different types of magic, and other, non-hand to hand warrior types like archers. This is similar to DM, but can be worked out a lot better, and it's realistic. Quote:
Yes, and I've started it already. It's indeed harder then DM1. The start of the game is already quite tough , nothing like DM Quote:
Here's a nice and simple layout. It's a small jpeg image (302x282 38kb): Quote:
Especially note worthy is the lame def macro. I thought it made things more readable Code:
;------------------------------------------------------------------------------- __FreeMem ___FreeMem =__FreeMem-lib. ;------------------------------------------------------------------------------- ;Frees a reserved memory block. ;------------------------------------------------------------------------------- ;00=memory block 04=object ;------------------------------------------------------------------------------- ;64=free mem entry/-1 if failed ;------------------------------------------------------------------------------- begin2 128 getmemlink 00(a1) move.l 64(a0),64(a1) braeq #-1,64(a0),ExitFreeMem getbase a2 def.l a3,_KernalFreeMemList(a2) def.l a3,_ListFirstEmpty(a3) def.l a4,64(a0) brane 04(a1),_MemObject(a4),ExitFreeMem def.l a2,68(a0) def.l a5,72(a0) braeq #1,76(a0),FreeMem1 braeq #2,76(a0),FreeMem2 braeq #3,76(a0),FreeMem3 FreeMem0 move.l _MemStart(a4),_FreeMemStart(a3) move.l _MemEnd(a4),_FreeMemEnd(a3) move.l _MemSize(a4),_FreeMemSize(a3) move.l _MemType(a4),_FreeMemType(a3) writenode a3 deletenode a4 exit2 128 FreeMem1 move.l _MemStart(a4),_FreeMemStart(a2) addu.l _MemSize(a4),_FreeMemSize(a2) deletenode a4 exit2 128 FreeMem2 move.l _MemEnd(a4),_FreeMemEnd(a5) addu.l _MemSize(a4),_FreeMemSize(a5) deletenode a4 exit2 128 FreeMem3 move.l _FreeMemEnd(a2),_FreeMemEnd(a5) addu.l _MemSize(a4),_FreeMemSize(a5) addu.l _FreeMemSize(a2),_FreeMemSize(a5) deletenode a2 deletenode a4 ExitFreeMem exit2 128 ;------------------------------------------------------------------------------- Quote:
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Yeah, unless samone stands up to the challenge, it won't ever happen. Anyway, what are typical things that you would like to see in a c/c++ replacement? Quote:
Even on an A500 it's fast. I must admit I haven't used Ppaint in any serious way, but compared to Dpaint, Brilliance is as fast as lightning. Quote:
I've never really needed color statistics. I guess it depends on both the users needs and taste. Last edited by Thorham; 18 March 2009 at 17:46. Reason: Tons of erros and typos. |
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19 March 2009, 13:03 | #93 | ||||||||||||||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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Sure. When we'll have something up and running, we'll see to get something better.
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Worse chipmem timings, suppressed (emulated) instructions... Who knows what else. Quote:
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And some tracker data should be visible inside (such as sample names, or even note data). It should be possible to simply rip the module out and play it... as any other tracker module. If it looks wholly compressed, then it's probably just another style of ADPCM format. Quote:
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I only have 12 tasks or so after booting, and even now I have browser/mailer/tcp stack/text editor running, I still only have 27 ! Furthermore, even with 50 tasks here, if all of them are WAITING (which is what they should be doing when you run a game !), then smoothness will not be affected. What I called streaming audio here IS the radio. Are 30 seconds ages ? Especially when you can still use your machine normally (apart writing to disk) during it ? Quote:
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I think it's hard enough with 4 characters who are sacks of mana... Quote:
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<sigh> I guess I will never understand that curious preference of single char... Quote:
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(normal manifestations of drunken stupor...) Quote:
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But if you mix them with bitmaps, then the text size mustn't change or you'll have loads of troubles. Quote:
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Of course there should not be global levels. And it may end up better than DM, but DM is more complex (and more realistic) than it looks. But what I ask is : what will the exact rules be ? How much time will it take to get this adequate level of control ? Quote:
But once you know this place well, it's no longer hard. Quote:
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And it's true that those macros don't make the thing very readable Quote:
In fact you simply no longer have to care about branches at all. And that, man, is a saviour of time. Other things like label(An) will be (An) if label is 0, not 0(An). Unsure asmone can do that. Note that Devpac is integrated too, so why asmone ? Quote:
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And it's fast when doing what ??? There are no menus, disk options are hidden (took me several minutes to locate the quit option), it opens an awful flickering (interlaced) screen by default, the interface uses way too much space out of the image, zoom (magnifier) is close to be unusable (no scroller on it), palette editor is no good (no way to duplicate an entry, no way to swap two entries). Is that enough for not using it ? Quote:
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When I wanted to check which monsters of DM/CSB really used colors 9 and 10 (those are variable), I just ordered the program to count colors, and it was done. Now how to do that with Brilliance ??? |
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19 March 2009, 15:44 | #94 | ||||||||||||||||||||||||||||||||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
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Posts: 3,767
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They're individuals. In Advance Wars units represent groups. Quote:
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It goes further than that. Modern tactical shooters are realistic simulations of real combat situations, this goes way beyond the simple shoot everything that moves concept of shooters like Doom and Quake. Quote:
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Yes. Yup, 37, and that's without running anything else, just booting. Quote:
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I just meant one of those stand alone internet radios. They seem to be quite convenient. Quote:
Now go and download Dopus 4.16 from Aminet and configure the thing already Quote:
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In Adnvance Wares, damage doesn't depend on any random factors. This is what I mean with exact. In a game like Final Fantasy Tactics Advance, randomness determines the outcome of actions: if a character attacs something from the back, then the chance the attack will be successful will greatly improve. Attack from the front, and it will decrease. It's still always chance based. In Fire Emblem, the stat growth when leveling is randomized to a degree (weak point of the game). Personally, I'd like to see everything that makes sense being affected by a small amount of statistically correct randomness, but not so much that it becomes annoying. Quote:
Ah, the hard part! This has to be carefully worked out and I really can't just plot down a bunch of rules. I can come up with things, but do you already have some good ideas? Quote:
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I tried Devpac years ago and I just like the way ASM-One works better, seems easier to use somehow. Again, user preference. In WinXP the whole themed gui can be turned off. In fact, I have the theme service turned off, so I always have the old style gui, it's faster. I know, but apart from the horrible syntax, what do like to see in a replacement language? Quote:
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Everything? Don't need'm Quote:
Interlace flickering doesn't bother me Gui on the bottom, gui on the side, it's all the same to me Don't need a scroller, use the curser keys, much easier Quote:
Nope Sory for all the 'sticks out tounge smilies', but I just couldn't resist Like I said, personal preference. Some people hate it, some people love it. Quote:
Hmm, I honestly don't know... Maybe it can't... Last edited by Thorham; 19 March 2009 at 15:58. |
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19 March 2009, 16:05 | #95 | |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
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19 March 2009, 19:31 | #96 |
Computer Nerd
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Location: Rotterdam/Netherlands
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19 March 2009, 20:57 | #97 |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
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Never saw an Asm1 version (and I used quite a lot since 1991) which supports that crap.
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a Pass 1.. ** Illegal Size moveq.w #1,d1 |
19 March 2009, 22:13 | #98 |
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23 March 2009, 09:00 | #99 | |||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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Each time I tried to use this bullshit seriously it simply crashed ! Quote:
Besides, some opts are not always valid if you have an include lib with lots of if/endc. Quote:
But phxass gives better code than asm1. I resourced enough asm1 programs to know that. Quote:
Anyway, your beloved asm1 accepts this other crap without a warning : Code:
btst #8,(a0) So who's seriously broken ? Quote:
When I type a number in the editor (with numpad) it moves the cursor (how to disable that numpad stupidity ? not found !). But please come and defend this software here. C'mon. At least phxass accepts this code : http://meynaf.free.fr/tmp/v.lzx Asm-one will never be able to do so. You may wish to adapt the source. Good luck. |
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23 March 2009, 09:29 | #100 | ||||||||||||||||||||||||||||||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
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As adventurers are individuals in battles, this settles things I think. Quote:
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I'll put this on the account of beer and smoke... Quote:
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Apparently yours seems to be a little rusty, so leveling won't hurt ;-) Quote:
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The more, the better Quote:
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There are probably quite a lotta things I don't know of, too. Quote:
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In that aspect, DM2 is quite linear too. Note my dungeon isn't linear, provided, of course, that you can escape the initial inferno Quote:
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Each time I tried trash-m-one, it crashed in one way or another (recent tests done with 1.48). Anyway, something as simple as that will not lead to optimal code : Code:
zbra macro bra \1 endm zbra label nop nop label zbra truc rept 128 nop endr truc I wonder why so many people use this horror where you have to switch to command mode to be able to save a thing from the editor. For me it is plain shite, and that's all. I know I can be very crude here but diplomacy isn't my strong point, so sorry if I hurted anyone. Quote:
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Of course I cannot say I like devpac either Quote:
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But other languages which may have that are damn slow in comparison. That explains. But it still uses too much memory for my taste. Perhaps it's fast. But the time wasted (at least for me) to find the option I need amongst all those icons clearly outweight it. Quote:
I find it strange you say that the view should cover the whole screen in a game and accept half of it to be covered by the interface of a paint program. Contradictory ? You probably didn't use it much though. Say, try to get a monster from EOB and adapt it to DM1's 16-color palette. For me PPaint is the best for doing that. Quote:
"Maybe" says it all. |
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