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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 20 Nov 2004 11:08:20 am    Post subject:

I don't mind, but this is really Shadowing/UTI's project....so I can't really say much! Razz I am also going to try and compress the Greyscale titlescreen that I did...I say, if I can get the titlescreen, menu, and stage screen all under lets say 1500 bytes...we should be good...I am hoping for less than that, but we'll see! Very Happy
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shadowing
Powered by 64


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Joined: 06 Jan 2004
Posts: 1002

Posted: 20 Nov 2004 11:33:42 am    Post subject:

Cool. How can I help? I could probably help with implementing the graphics. Or either that, help in programming a bit.

EDIT: um... It isn't my project. It's UTI. I'm part of it. You guys can still help. It seems like you guys are already helping a lot. I mean A LOT!!!


Last edited by Guest on 20 Nov 2004 11:34:33 am; edited 1 time in total
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 20 Nov 2004 02:03:47 pm    Post subject:

Well...I can't just stop my other projects...I do however wanna see a sonic game on the 83/84's. Thus I am trying to get a little life back into this project. I don't remember ever seeing a title screen, stage, or menu made for this project when it was active. I am making these just to help whoever is making this project out! I would love to be a part of this, but time is not on my side right now! I'll stop in, throw a demo or two out, plus share my code...but I don't think I can make this project with others or even by myself due to the time! Wink
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 23 Nov 2004 08:04:27 pm    Post subject:

well...the updated forum looks nice!

Ok...well I got my Sonic menu almost done...and in greyscale. Right now it is 3000 something bytes! Wow alot right! Laughing I haven't compressed anything yet though...and I am sure I can cut it down some! Smile I'll post a screenshot tomorrow.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 Nov 2004 10:17:44 pm    Post subject:

Whoa, yeah 3000 might be a problem unless were taking mega compression here. How many levels of grayscale are being used? I'm gessing it is 8-level & fullscreen.
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shadowing
Powered by 64


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Joined: 06 Jan 2004
Posts: 1002

Posted: 24 Nov 2004 12:36:57 am    Post subject:

crud... we need now really really good compression i guess. dang... Oh well, it only gives an extra challenge for this project. Smile I know we can beat it.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 24 Nov 2004 11:40:53 pm    Post subject:

I believe with Mike's titlescreen, it was arond 900-970 bytes...without a menu...The menu wouldn't need to be that big though! So that is easily another type of thing we could do. I'll tell you what, I'll make a demo w/ compression for both my GS titlepic/menu, and mike's B&W one, than we can go from there! Very Happy
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 24 Nov 2004 11:46:45 pm    Post subject:

Cool! Did you have any compression method in mind already? I can send you a link to ZCP program later tonight if you need one. What is the size of the image?
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Mike_k


Newbie


Joined: 16 Sep 2004
Posts: 45

Posted: 25 Nov 2004 12:17:39 am    Post subject:

Not sure if any of you have seen these yet, Madskillz was going to edit them down so they fit within a 16x16 boundary. Pics by yours truly :-)

Full sprites:





Converted to 16x16: (well... pretty close to that anyway)




And a game bg:



Gotta give props to: http://www.planetdreamcast.com/sonic/see/s...gba/02sonic.gif for the full sprite sheet


Last edited by Guest on 25 Nov 2004 12:18:40 am; edited 1 time in total
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 25 Nov 2004 02:14:45 am    Post subject:

Nice work! Those Gameboy Advance sprites looks a heck of a lot better than the stuff I was drawing! Well Madskillz, the school is closing here in a few minutes for the Thanksgiving break. I'll be gone until Saturday, so I'll go ahead and give you the ZCP Link and you can try it out if you want. Go to the link that says "ZCP Compression" or just click click here to download it now. Don't worry about it being for TI-82, it works for any Z80 machine with a few small adjustments.

Unzip the file and create a directory for it. If you want to compress something you'll have to do some DOS stuff. Let's say you had your titlescreen image data for Sonic in the ".db" form and you called it "sonic.asm".

1.) Take the sonic.asm file and type ".end" at the bottom. This file should only contain the ".db" data and the ".end" directive. There shouldn't be any header or inc files or even a title string.

2.) Assemble "sonic.asm" with your assember prog. At least two files should be produced: "sonic.8xp" and "sonic.obj". Delete the 8xp file and send the ".obj" file to the compression directory that has the ZCP program.

3.) In the ZCP directory, type "zcp sonic.obj sonic.zcp" to create the compressed image file (it's raw binary). You can also see the compression percentage here.

4.) Type "bin2asm sonic.zcp sonic.asm" to convert the raw compressed file back into ".db" form. Now you have your compressed image!

5.) Add the new ".db" data to your game and use the "decodeZCP" routine Wouter wrote to make the game decompress the data. You can tell it to send the compressed data anywhere you want; probably you will want to send it directly to the graphics memory.

*.) IMPORTANT: Anytime you decompress the data in the game, you need to pre-clear the place that it is going to. The decompressor uses OR logic, so if you don't clear away that area first, the decompressed stuff will "mix" with whatever was there first.

This might sound like a handful at first, but once you do it the first time, it becomes a breeze. After some practice, you can do all 5 steps in 2 minutes, or maybe less. If you have any questions about it, or I was unclear, I'll get back to you, Shadowing, and Mike_k on Saturday.
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shadowing
Powered by 64


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Joined: 06 Jan 2004
Posts: 1002

Posted: 25 Nov 2004 01:52:13 pm    Post subject:

Cool. The compression seems really handy. Someone should port it to 83+ and host it. Well... On with the programming. Can someone send the sprites to me via email, or aim?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 27 Nov 2004 08:18:18 pm    Post subject:

Did you mean the (compressed?) titlescreen or the new sprites?

Okay, I just double-checked the ZCP source code (zcpdecod.asm) and it's already 83+ compatible. The only thing that won't work for 83+ is his 82 example prog.

I forgot to mention that ZCP is a horizontal compression system, so it's probably better for compressing the titlescreen or the levels because of thier "horizontal" patterns. I've ZCP'ed 16x16 sprites before and the compression wasn't good. It would only save maybe 1 byte per sprite. Sometimes I'd even get reverse compression. Levels and big images should be okay though.
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DigiTan
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Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 08 Dec 2004 11:58:24 pm    Post subject:

So how is the titlescreen work coming along? Did you try compression yet?
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 09 Dec 2004 04:53:19 pm    Post subject:

sorry...school is taking up my life this week...hopefully this weekend I can sit down and compress some titles and get a demo of the menu(s) out! Sorry again, but like I said work will hopefully be done some time this weekend. Wink
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 13 Dec 2004 08:16:07 pm    Post subject:


Code:
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.end


Can you compress this pic. Digi?
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 13 Dec 2004 11:47:31 pm    Post subject:

I think he could. WHOA!! That's a huge pic. What is it though Madskillz?

To start on this, we need more people. Can any of you spread the message and ask for help?
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 14 Dec 2004 07:03:08 pm    Post subject:

Well it is 96x64...but It double spaced the lines when I posted it...it should be average size. Ok, the code belongs to the b&w titlepic by Mike. I added a few The words: PLAY and Quit going down the sides of the screen vertically. That will serve as the menu. Once I get this pic compressed I can go to work on the menu bar and the selection. I have that already worked up so I am just waiting on this. If your asking me, "This menu isn't like the original Sonic!?" My answer is this, to save space by not creating a seperate menu screen I can combine the two in a graphical and byte saving way! Very Happy So Digi, please compress this pic.
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 15 Dec 2004 08:45:01 am    Post subject:

This project has been going for over a year?

Any progress at all? Smile.
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 15 Dec 2004 09:09:45 am    Post subject:

what are you doing tr1p1ea? There is a little thing called edit button on this forum, try that, in stead of posting 3 times in 15 minutes.
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 15 Dec 2004 03:10:00 pm    Post subject:

Yes i know, but it triple posted ... i hit replay went away and came back 2 hours later and it hadnt gone through, so i tried again and the same thing happened.

I also didnt realise you could delete your own posts, which i have now done.
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