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SmileBASIC 4 Discussion「プチコン4」

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  • #661 ✎ 1130 snail_ Power User QSP Contest 1 Contest Participant I participated in the first SmileBASIC Source QSP Contest! Helper Received for being very helpful around SmileBASIC Source Achievements Amazing Contributor Someone thinks I'm an awesome person who has done so much for the community! Achievements I'm not really sure why everyone is trying to jump right into dynamic text screen copy/scrolling, when many decent sized maps will fit within the maximum size of a text screen. Just try putting your entire map on a text screen and using TOFS for now. Posted
  • #662 ✎ 47 Discostew
    I'm not really sure why everyone is trying to jump right into dynamic text screen copy/scrolling, when many decent sized maps will fit within the maximum size of a text screen. Just try putting your entire map on a text screen and using TOFS for now.
    For me, it's mainly to get some of the functionality I had back with PTC, as that was on the DS that had actual 2D hardware that handled that sort of feature. There are plenty of instances where having upwards of a 181x181 map array to fill the max size of a text screen (TS) is just not going to be enough, not to mention when features like wrap-around would be necessary. Anyways, I believe I've optimized my method enough. As it stands, I can fill a 35x16 character TS in as little as 60 microseconds (a 128x128 TS in as little as 727 microseconds) using either 1x or 2x COPY statements equivalent to the TS's character height. Source array can be of any character width/height (not restricted to power of 2), so long as the width is greater than or equal to the TS's width. The 128x128 test was done with a 2048x2048 character source array (roughly 32MB, each character is 2 entries, each entry is 4 bytes). Combined with proper restriction of TOFS positioning to the area of a TS's character size, I got smooth dynamic TS scrolling with plenty of room to do other things. Because it's copying, it also allows altering the source map array, and having it reflect on the TS itself.
    Posted
  • #663 ✎ 1505 rando Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Second Year My account is over 2 years old Website Avatar Taboo I didn't change my avatar for 180 days Website
    I'm not really sure why everyone is trying to jump right into dynamic text screen copy/scrolling, when many decent sized maps will fit within the maximum size of a text screen. Just try putting your entire map on a text screen and using TOFS for now.
    With the game I’m making, the entire world is 8 screens (400 tiles) wide right now at 3DS resolution, and I kind of wanted a bit more exploration involved. At 128x128, that doesn’t exist. Though, I guess for now I can lower the size and finish the port, while also adding the features that I can add at that size such as bosses. I just hope I get a solution soon enough that I can release a full version soon.
    Posted
  • #664 ✎ 1130 snail_ Power User QSP Contest 1 Contest Participant I participated in the first SmileBASIC Source QSP Contest! Helper Received for being very helpful around SmileBASIC Source Achievements Amazing Contributor Someone thinks I'm an awesome person who has done so much for the community! Achievements
    I'm not really sure why everyone is trying to jump right into dynamic text screen copy/scrolling, when many decent sized maps will fit within the maximum size of a text screen. Just try putting your entire map on a text screen and using TOFS for now.
    With the game I’m making, the entire world is 8 screens (400 tiles) wide right now at 3DS resolution, and I kind of wanted a bit more exploration involved. At 128x128, that doesn’t exist. Though, I guess for now I can lower the size and finish the port, while also adding the features that I can add at that size such as bosses. I just hope I get a solution soon enough that I can release a full version soon.
    How many tiles high is the world? The limit isn't fixed to each dimension, it's based on the width*height of the map. You could do 400x81 at maximum and remain within the limit if the world needs to be 400 tiles wide.
    Posted
  • #665 ✎ 47 Discostew I know the first Final Fantasy had a world map size of 256x256 tiles (if tiles were 16x16 pixels, made up of 2x2 meta tiles of 8x8 pixels each), making an overall image size of 4096x4096, and that was a case where scrolling and wrap-around were used. Posted
  • #666 ✎ 1879 12Me21 Syntax Highlighter Received for creating the code syntax highlighter on SBS Night Person I like the quiet night and sleep late. Express Yourself Please stop using this thread Posted
  • #667 ✎ 855 IAmRalsei Forum Leader Hidden Achievements Second Year My account is over 2 years old Website Expert Programmer Programming no longer gives me any trouble. Come to me for help, if you like! Programming Strength
    Please stop using this thread
    Please don't stop using this thread in general. Just don't use it for this.
    Posted
  • #668 ✎ 1505 rando Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Second Year My account is over 2 years old Website Avatar Taboo I didn't change my avatar for 180 days Website
    I'm not really sure why everyone is trying to jump right into dynamic text screen copy/scrolling, when many decent sized maps will fit within the maximum size of a text screen. Just try putting your entire map on a text screen and using TOFS for now.
    With the game I’m making, the entire world is 8 screens (400 tiles) wide right now at 3DS resolution, and I kind of wanted a bit more exploration involved. At 128x128, that doesn’t exist. Though, I guess for now I can lower the size and finish the port, while also adding the features that I can add at that size such as bosses. I just hope I get a solution soon enough that I can release a full version soon.
    How many tiles high is the world? The limit isn't fixed to each dimension, it's based on the width*height of the map. You could do 400x81 at maximum and remain within the limit if the world needs to be 400 tiles wide.
    Yeah but I also want to incorporate mining and exploring downward as well. I also came up with using the graphics screen to copy data, using GSAVE and GLOAD. I don’t know how that’ll work.
    Please stop using this thread
    Sorry I’ll make a new one.
    Posted
  • #669 ✎ 1505 rando Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Second Year My account is over 2 years old Website Avatar Taboo I didn't change my avatar for 180 days Website Lemme just say, SB4 is so much better than SB3. Posted
  • #670 ✎ 47 Discostew I came across something odd. It seems that the smaller resolution I set for XSCREEN, the more processing my code requires, even if it differs in microseconds. For instance, when I set XSCREEN to 800x480, my function that resides within PERFBEGIN/PERFEND takes roughly 60 microseconds to complete. But, when XSCREEN is set to 400x240, it takes nearly 90 microseconds to complete. Roughly a 50% increase in running time. Thing is, nothing within my function reads XSCREEN information. In fact, all my function does is copy data from one array to another. It doesn't touch any graphical functions at all or any other function besides COPY. Posted
  • #671 ✎ 388 MZ952 Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Third Year My account is over 3 years old Website Reading I like to read books! Hobbies Huh, weird Even though you're not using any graphic instructions, the program probably still needs to render the screen at every frame Was this test with nearest-neighbor interpolation? Posted Edited by MZ952
  • #672 ✎ 1505 rando Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Second Year My account is over 2 years old Website Avatar Taboo I didn't change my avatar for 180 days Website Wait, so because you can reference 2D arrays as if they were 1D, can you do the opposite? Like this: DIM ARR[4] ARR[1,1]=7 Posted
  • #673 ✎ 47 Discostew
    Wait, so because you can reference 2D arrays as if they were 1D, can you do the opposite? Like this: DIM ARR[4] ARR[1,1]=7
    Don't think so, because there's no information on how many elements there are per channel. Finally got my tunnel demo published for folks wanting to look at it. It also contains my COPY2D functions.
    Posted Edited by Discostew
  • #674 ✎ 245 niconii Power User Video Games I like to play video games! Hobbies Expert Programmer Programming no longer gives me any trouble. Come to me for help, if you like! Programming Strength Drawing I like to draw! Hobbies
    Wait, so because you can reference 2D arrays as if they were 1D, can you do the opposite? Like this: DIM ARR[4] ARR[1,1]=7
    Nope, that wouldn't be possible. Consider this code: DIM ARR[6] ARR[1,1]=7 How long is a row in ARR? If we assume it's two rows of three, then it's setting ARR[4]. If it's three rows of two, then it's setting ARR[3].
    Posted
  • #675 ✎ 1505 rando Intermediate Programmer I can make programs, but I still have trouble here and there. Programming Strength Second Year My account is over 2 years old Website Avatar Taboo I didn't change my avatar for 180 days Website Hmm ok then Posted
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