01 April 2010, 13:15 | #301 | ||||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Quote:
Quote:
Quote:
Quote:
(notice the smiley) Quote:
Applied to your "maximum quality" renderer, it'll lower the quality. Not by much, but it will and this is perhaps not truly acceptable. Quote:
Quote:
Quote:
Try to guess it |
||||||||
06 April 2010, 09:02 | #302 | ||||||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
Quote:
Quote:
Quote:
It's the truth. That organization isn't privately owned (apparently), and also, with a few months I mean two, and I don't think they're even allowed to kick you out at that point. Don't know the details, but it sure helped when I was in a pinch. Quote:
Remember that you have to calculate the color distance for 64 colors. Assuming that can be done properly in, say, ten cycles, you'll already get 640 cycles for just one pixel, therefore not having to check 90 percent of the pixels will save heaps of cpu time. Quote:
Quote:
Quote:
Quote:
I'll start with an obvious one: CygnusEd. |
||||||||
08 April 2010, 12:24 | #303 | ||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Quote:
Quote:
(perhaps one day you'll understand that I'm not serious here) Quote:
For yours it will accelerate more, but it will lower your quality. That's why I see it as uninteresting : it's not acceptable for either method. Quote:
But there is another possibility. Every 24-bit combination has only one best match in the palette but you can't make a table with that ; however, nothing prevents you from building a table from 12-bit out of these 24, which contain all candidates to be checked. There will not be many, this way you can perhaps get the real best match with only 3-4 color comparisons at maximum (and in many cases there will be only one). Quote:
Quote:
Missed ! Try again |
||||||
14 April 2010, 21:30 | #304 | ||||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
Quote:
Quote:
Quote:
Quote:
Yes, I do want maximum quality. However, if this option is implemented properly, you'll still get great quality and it's much faster than maximum quality (which might become a novelty feature in a way if the 'fast mode' is good enough). Quote:
They did, didn't they? I mean, is there any point at all to the scheme they used (no wonder I kept procrastinating)? Quote:
Ed No, seriously, I don't have a clue. |
||||||
15 April 2010, 13:27 | #305 | |||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Yeah, sure.
Quote:
Quote:
Quote:
Quote:
Quote:
Aarghh ! Ed. But why do people keep using that one when they had something much better on their HD from day one ? |
|||||
19 April 2010, 19:30 | #306 | |||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
Depends on the size of the error thresh hold. For low values such as four, things look promising. Make it too high, and it goes bad quickly. Still, there's quite some cpu time to save.
True if your table idea works. Quote:
Quote:
Quote:
People actually use that editor? Really? What ever for Emacs is indeed better, although I never use it. Do you? |
|||
20 April 2010, 11:23 | #307 | |||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Quote:
Quote:
anyway ? Quote:
You don't have "Emacs". You have MicroEmacs (MEmacs), and this is exactly what I use and nobody else does. Not easy to learn, but efficient once you know it - and light enough for my needs. |
|||
20 April 2010, 13:53 | #308 | |||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
Quote:
Quote:
Quote:
I'll start by using a simple quadratic color distance, and if that doesn't produce nice results I'll try an alternative I've found on the net. The only important things are that it produces good results and that it can be done with a table. Especially the table is important because of the multiplications. Perhaps an entropy coder? I don't really know, but it seems that a dictionary based compressor is better at compressing other things than graphics, or sound for that matter. It's still an Emacs derivative I personally prefer FrexxEd. I'll check it out Last edited by Thorham; 20 April 2010 at 15:21. |
|||
22 April 2010, 13:22 | #309 | ||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Quote:
This is because even the highest possible quality will be only marginally better than the normal quick one ; effect can be very visible but not stunning. Quote:
Quote:
Quote:
Something relatively good at compressing graphics is Burrows-Wheeler algorithm (block sorting), although it ain't a specialized one. But it's probably too slow for that use (at least it was when PNG was designed). The situation is even worse in that aspect for statistical (PPM) encoders. |
||||
29 April 2010, 16:26 | #310 | ||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
Quote:
Quote:
I'll probably try to come up with some working code for this in the weekend. although I can't say I'm very motivated to write the whole thing Quote:
Huffman encoding is an entropy coder. They're lossless Quote:
|
||||
03 May 2010, 13:13 | #311 | ||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Quote:
Quote:
Quote:
Quote:
So what did you mean by "Perhaps an entropy coder" ? Right, because even though format allows different methods (only one being used "for now"), adding more would break all existing decoders. Anyway I am not into image processing now. Among many projects I have, current one is a little game. Do you remember that tile map thingy we talked about here ? I've extended it : meynaf.free.fr/tmp/tilemap.lzx Now map data is outside of the code, as should be. You just type map filename after the command, and see what this little 5kb executable can do. "tilemap-th.map" is something you've already seen, just to show you there is no regression "minigame.map" is a bigger map, where you must find the "exit" tile. I'm really in need of more gfx to "decorate" places you can see here... |
||||
07 May 2010, 06:42 | #312 | ||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
Yes, it is, but I like options that are still very good, but much faster. Anyway, those options don't have priority over maximum quality.
You will, just not now No, not really. I've been stuck with just a peecee for too long. On the plus side: My A1200 mobo has arrived Perhaps that will help me get motivated again. Edit: Picked up the board, and it works perfectly. I'm a happy customer now It probably is. Only if a non RGB based algorithm produces better results and the RGB to other color space conversion can be done fast will I try another algorithm. It might offer better compression for images than a dictionary based compressor. Quote:
Quote:
Last edited by Thorham; 07 May 2010 at 16:11. |
||
10 May 2010, 14:04 | #313 | ||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Quote:
Quote:
Quote:
Indeed. Well, this is some sort of a full game, because you now have a goal - finding the exit. But, of course, it's a very basic one For new stuff, my way here is an iterative one. So, what is next simple step to add now ? Quote:
But you can edit the IFF if you want (note that some of the gfx here is not used) |
||||
11 May 2010, 14:16 | #314 | |||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
As you probably expected, I haven't done a damned thing, because I really can't seem to become motivated right now. I need a small break from programming.
Quote:
Huffman encoding can also be used by itself. Power Packer does this, for example, and this may be better for images, perhaps in combination with some simple encoding scheme. Images often don't have many repeating patterns, if I'm not mistaken, and if that's true, then a dictionary coder simply isn't the most suitable. Those are much better for things such as text. Quote:
Quote:
I would advise you to take combat in consideration, too. Weren't you going to make it turn based? If so, then you'll probably like the way Fire Emblem implements combat. That game, however, doesn't contain any exploration, which is a bit of a pity. If you want to know what this plays like, I can download Shining Force with a fast Sega Master System emulator for you (it's more than fast enough on 50mhz '030), however, you won't be able to save your progress (as far as I know, perhaps I didn't try evrything), probably due to incompatibilty issues. Also, Shining Forces interface isn't as nice as Fire Enblems. Quote:
Quote:
That said, NetHack (I think) has a nice and simple indoor tile set, which I've shown you already. There are plenty of tiles that can be used directly as place holder graphics. Might be useful for now. |
|||||
13 May 2010, 16:06 | #315 | ||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Quote:
Quote:
Quote:
Please check your infos before talking. Quote:
This isn't simple step, as it requires inventory handling. Quote:
But combat can easily be done graphically by just adding more units in the view. It's actual combat rules that make it more complex. They sure don't, even though outdoor gfx (ripped from freeciv) aren't that ugly. Quote:
Of course, if you have cute gfx to decorate a particular room, add them and i'll update the map accordingly. If you look attentively enough, you'll see that some nethack gfx are already used. |
||||||
16 May 2010, 11:52 | #316 | ||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
Quote:
Things like Zip, Rar, Lha and Lzx most certainly do that. Quote:
That's because deflate uses a combination of dictionary coding and entropy coding, while PowerPacker only uses entropy coding as far as I know. I've read something about compression in the Dutch magazine Amiga Magazine. Unless my memory is wrong, PowerPacker most certainly uses Huffman coding. However, I could be wrong Quote:
Shouldn't be too hard. Okay, I'll see if I can find some good ones, if not, I'll make some good ones. Quote:
Are those Freeciv graphics really suitable for a game like this? |
||||
17 May 2010, 17:35 | #317 | ||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
For me this doesn't count as "programming"
Yes. You can recrunch it later with another, better packer, and still gain something significant. Some strings are visible in the stream. And its decrunch routine is simple enough to give this indication anyway. Quote:
Quote:
Nothing proves you there are none later in the game I think you should at least find the upper stairs. Yes, but if i do this now this will only be by walking on the key to grab it, and there will be no inventory page (or option to use the key ; just walk on the door and you will get past it only if you have the key). Just move towards the nearest enemy and have it : why would this make the thing too easy to win ? Why wouldn't they ? You haven't even seen them in action ! |
||
20 May 2010, 16:57 | #318 | |||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
The screen shots I was going to take are from Fire Emblem and are in the Zone (small file, less than 100 KB). They should be self explanatory, but if you have any questions, or want to see some more, or you want to try a similar game on your Amiga, than let me know.
Haha I was busy with a gui project in FreeBasic as you know. It's actually done in such a way that it should be a piece of cake to translate to 68030, which might be interesting, but that's a different story altogether Quote:
Quote:
Quote:
Quote:
Quote:
Using the most simple way will mean you have to use strength in numbers to make battles challenging, while a smart AI doesn't need numbers per se. No, I haven't. I've only seen screenshots from that game. |
|||||
24 May 2010, 17:02 | #319 | |||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
|
Quote:
Are orders "stored" and then executed when turn is finished (like Amber series), or carried out immediately (like civi) ? Or is it not turn based ? Quote:
Quote:
Quote:
Quote:
Then again, a bit of decoration wouldn't hurt in these starting rooms, but Nethack tile set doesn't provide this. Quote:
You're not telling how. Quote:
Let's say you're in a 12x12 cell room. You have one adventurer and three monsters. What can the monsters do apart walking towards the adventurer and fight ? Screenshots aren't useful here because gfx may vary a lot, depending of the tile set you're using. I took the square (i.e. non isometric) tile set, and turned the 30x30 tiles into 16x16. |
|||||||
26 May 2010, 15:00 | #320 | ||||||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,764
|
Quote:
Quote:
Yeah, that's true. Basically, the mechanics are almost finished, which means it's going to be time to implement the controls soon. I already have a half way finished line editor (just like the text box line editor in winblows), and I think I'm going to finish this after the mechanics. Still some work to do Quote:
Quote:
Quote:
Quote:
Quote:
See next quote. Quote:
You have two characters, and one somewhat strong monster, which can only be defeated by your two characters. If one of them dies, you have to run away, or something. One of your chars has full hit points, and can safely be hit a few times, the other char only has a few hit points left and can't handle a single hit without dieing. The char with full hit points is standing closest to the monster, while the other char is in range of the monster. Now the monster attacks the closest char, the char doesn't die, and you can counter attack with both your chars. The monster attacks the char that it previously attacked again, and you can counter attack with both chars again. Now the monsters fate is sealed, becuse you can kill it after it finishes it's turn. It would be a lot more interesting if the monster attacked the char with few hit points. This would kill the char which would leave you with one, and one isn't enough to kill the monster, because it will kill your char first. Of course, in big battles it can go much deeper than this. Okay, I though it used a single tile set. |
||||||||
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Old KGLoad Discussion | killergorilla | project.KGLoad | 357 | 20 January 2011 16:08 |
Castlevania Discussion | john4p | Retrogaming General Discussion | 30 | 30 January 2009 02:10 |
ROM Discussion... | derSammler | project.EAB | 41 | 29 January 2008 23:36 |
General Discussion | Zetr0 | project.Amiga Game Factory | 12 | 15 December 2005 13:53 |
|
|