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Post by tomahomae on Jan 10, 2018 21:13:29 GMT -5
Recently I decided to create a genre mix of classic RPG, visual novel (uses a pieces of code from my old VN engine), space-sim (a la Elite), QTE-action (a la Shenmue) and adventure (a la Psy-O Blade), which is based upon the " Час быка" ( Chas Byka, eng. Bull's Hour or The Hour of Ox) novel by russian sci-fi writer Ivan Yefremov. For this moment, the different genres elements won't be fused to whole - for a first time I added a menu to the start of sketch demo, to choose a one of available game mechanics types (for this moment it's a top-down walking and visual novel). I used the one of Xenogears (this game has a some common plot elements with original "Bull's Hour" book) sprites in the "jRPG mode" because of absence of own original graphics. In the VN mode, I planned to use a screeshots from the WIP cartoon adaptation (see below) of "Bull's Hour" - which looks like was abandoned by its creator for a long time ago - as a backgrounds. Source and screenshots are attached. RPG example.rar (244.02 KB)
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Post by nemezes on Jan 12, 2018 7:06:43 GMT -5
Here is a screenshot of buggy "VN mode". Strange text shifting was removed. But I still couldn't understand how to remove the shifting of background. something like this happened to me, because I was loading more than 1343 tiles in total using the loadtiles. lets say you load 300 tiles for sprites loadtiles sprites,300,257 then you load 1300 tiles for a background loadtiles bkg,1300,357
you see that in total it is using 200 (sprites) + 1300 (bkg) = 1500 tiles, more than supported. to correct you can overwrite some tiles you are not using, or resize the background image.
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Post by tomahomae on Jan 12, 2018 8:33:25 GMT -5
Here is a screenshot of buggy "VN mode". Strange text shifting was removed. But I still couldn't understand how to remove the shifting of background. something like this happened to me, because I was loading more than 1343 tiles in total using the loadtiles. lets say you load 300 tiles for sprites then you load 1300 tiles for a background you see that in total it is using 200 (sprites) + 1300 (bkg) = 1500 tiles, more than supported. to correct you can overwrite some tiles you are not using, or resize the background image. Hmmm... First 256 tiles is occupied by font. Full-screen background is requires another 1120 tiles. 256+1120=1376. However the backgrounds of Casanova Jr. early versions has been used 1120 tiles too, but they used to be drawn quite well! What the mystery...
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Post by nemezes on Jan 12, 2018 9:56:59 GMT -5
You can overwrite the first 256 tiles font. I just dont know how to recover them, or you can load your own font later.
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Post by tomahomae on Jan 12, 2018 10:28:42 GMT -5
You can overwrite the first 256 tiles font. I just dont know how to recover them, or you can load your own font later. I just used my own font in the VN mode. Altogether there is a two font in whole program, and each font is used in a different label (both of them uses 0 as initial tile).
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Post by tomahomae on Jan 14, 2018 3:47:27 GMT -5
Graphic bug with top/left and top/right movement in "jRPG mode" is fixed. Updated source: RPG example.rar (245.91 KB)
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Post by tomahomae on Jan 20, 2018 1:49:16 GMT -5
And still, what's need to do with a background in "VN mode" to fix a bug (see the second post of this topic) of its drawing?
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Post by Deleted on Jan 22, 2018 14:38:37 GMT -5
Whats "VN mode"? If you're using more than 1344 tiles, then that's probably causing your issue, especially if you're scrolling the background and/or using more than 1 plane.
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Post by tomahomae on Jan 22, 2018 21:45:31 GMT -5
Whats "VN mode"? If you're using more than 1344 tiles, then that's probably causing your issue, especially if you're scrolling the background and/or using more than 1 plane. As I already said, font (256 tiles) + background(1120) uses 1376 tiles summary, but the backgrounds of Casanova Jr. early versions has been used 1120 tiles too, and nevertheless, they hadn't such graphic bug. "VN mode" is a demonstration of visual novel mechanics example (activating with B button press in game start menu).
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Post by nemezes on Jan 23, 2018 16:35:52 GMT -5
Whats "VN mode"? If you're using more than 1344 tiles, then that's probably causing your issue, especially if you're scrolling the background and/or using more than 1 plane. As I already said, font (256 tiles) + background(1120) uses 1376 tiles summary, but the backgrounds of Casanova Jr. early versions has been used 1120 tiles too, and nevertheless, they hadn't such graphic bug. "VN mode" is a demonstration of visual novel mechanics example (activating with B button press in game start menu). maybe because casanova jr overwrites some of the first 256 tiles. you can do loadtiles image,1120,223 so you have 223 font tiles (from 0 to 222) + 1120 image tiles (from 223 to 1343) = 1343 tiles loaded the font tiles from 223 to 256 are overwrited with the image tiles. this may work.
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Post by tomahomae on Jan 24, 2018 9:34:27 GMT -5
As I already said, font (256 tiles) + background(1120) uses 1376 tiles summary, but the backgrounds of Casanova Jr. early versions has been used 1120 tiles too, and nevertheless, they hadn't such graphic bug. "VN mode" is a demonstration of visual novel mechanics example (activating with B button press in game start menu). maybe because casanova jr overwrites some of the first 256 tiles. you can do so you have 223 font tiles (from 0 to 222) + 1120 image tiles (from 223 to 1343) = 1343 tiles loaded the font tiles from 223 to 256 are overwrited with the image tiles. this may work. Oooops! Last tiles in the font file is occupied by cyrillic symbols which I printed a text with. Maybe, I should use the [Tile Source Offset from Label] option in LoadTiles command to skip the unused symbols (for example, latin and digits) in the begin of the font file during a font loading?
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Post by nemezes on Jan 24, 2018 11:12:59 GMT -5
maybe because casanova jr overwrites some of the first 256 tiles. you can do so you have 223 font tiles (from 0 to 222) + 1120 image tiles (from 223 to 1343) = 1343 tiles loaded the font tiles from 223 to 256 are overwrited with the image tiles. this may work. Oooops! Last tiles in the font file is occupied by cyrillic symbols which I printed a text with. Maybe, I should use the [Tile Source Offset from Label] option in LoadTiles command to skip the unused symbols (for example, latin and digits) in the begin of the font file during a font loading? I dont know this tile source offset, or how to skip unused symbols.. other way is load the image first, then load your own font, but I dont know how to write using your own font, maybe you will have to create some function. or to make simple, resize your image to a small view, that uses less than 1120 tiles.
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Post by Deleted on Jan 26, 2018 15:19:20 GMT -5
Does it work in BEX and not SecondBASIC? If so, now you have my attention
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Post by Deleted on Jan 26, 2018 19:32:25 GMT -5
Right now I know of a few select bugs in SecondBASIC, one of them dealing with arrays and conditional statements.
Something like this:
if b(0) = 1 and b(1) = 1 then c = 1 print c
will compile just fine, but no matter what you set b(0) and b(1) to, it fails to set c to 1.
I've fixed this for integer arrays, but not long arrays. I'm hoping to get those fixed this weekend, though, but if it does work in BEX and not SecondBASIC, shoot me a PM and we'll figure out what's causing the hiccup and I'll do my best to fix it in SecondBASIC quickly.
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Post by Deleted on Jan 26, 2018 22:58:37 GMT -5
Right now I know of a few select bugs in SecondBASIC, one of them dealing with arrays and conditional statements. Something like this: will compile just fine, but no matter what you set b(0) and b(1) to, it fails to set c to 1. I've fixed this for integer arrays, but not long arrays. I'm hoping to get those fixed this weekend, though, but if it does work in BEX and not SecondBASIC, shoot me a PM and we'll figure out what's causing the hiccup and I'll do my best to fix it in SecondBASIC quickly. I brought my correctives to SB version of source already and reported to SB developer about the bugs. New version of source is here: View Attachment. Maybe, as a result of code analysis, at the same time you'll find a reason of new graphics bug with a background in "VN mode" (see in screenshot). View AttachmentWhat bugs did you report to me, and how did you submit them? I don't recall ever seeing bug reports from you I'll quickly look through your code, but if you could answer if it works in BEX but doesn't work in SecondBASIC, or if it's broken in both, that helps with troubleshooting. If it works in BEX but not in SecondBASIC, then it's an issue with SecondBASIC and I'll fix it. If it doesn't work in either, then it's something actually in the code.
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