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james


Member


Joined: 25 May 2003
Posts: 114

Posted: 07 Jul 2003 07:28:29 pm    Post subject:

um,i dont know,i was thinking 12x12 sprites,and the backround sprites doesnt matter...to me...pick something
the tile map i sent u uses 8x8 sprites
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SniperOfTheNight


Advanced Member


Joined: 24 May 2003
Posts: 260

Posted: 07 Jul 2003 08:20:06 pm    Post subject:

I think a .bin file is a compressed file. At least,thats what it always is when I have one. Try to expand it.
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62 52 53 53
Formerly known as 62 52 53 53


Active Member


Joined: 30 May 2003
Posts: 607

Posted: 07 Jul 2003 08:51:45 pm    Post subject:

with 12*12 sprites the extra four pixels could be a stat bar or something...
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Adm.Wiggin
aka Tianon


Know-It-All


Joined: 02 Jun 2003
Posts: 1874

Posted: 07 Jul 2003 09:07:18 pm    Post subject:

but what fun is that? i mean with 12x12, u have MORE detail, but not quite perfect! if someone makes a good 12x12 sprite of sonic THAT U CAN TELL WHAT IT IS(!) then i might be persuaded...
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John Barrus


Member


Joined: 25 May 2003
Posts: 131

Posted: 08 Jul 2003 12:14:31 am    Post subject:

I really think we should 8x8 tiles for the background (please agree with me on this!). It's way easier to create a tilemap routine for it, plus it will allow for a little more variety in scenery. (I believe 12x8 is perfect for maps)

As for using 12x12 sprites for the characters, I just looked into making a sprite routine for it. Now, it isn't IMPOSSIBLE but it would take a LOT of working (bit shifting across 3 bytes when there isn't a 3 byte register combo doesn't appeal to me that much). Maybe we should explore our options with 8x8 and 16x16 character sprites. Neutral Hey, if this is the same Cyan that's doing Metroid, I'm not worried about what he can do Smile

Anyway, thanks for the routine James. I'll look over it and see what we could do.
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james


Member


Joined: 25 May 2003
Posts: 114

Posted: 08 Jul 2003 12:32:04 pm    Post subject:

O,it doesnt matter to me,what size it is,as long as its detailed,and easily reconized,prob 16x16 now that i think about it,but its up to u guys,so far i think we are leaning to 16x16
and 8x8 on the backround,is good with me,il trust ya Razz
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JoeImp
Enlightened


Active Member


Joined: 24 May 2003
Posts: 747

Posted: 08 Jul 2003 01:17:46 pm    Post subject:

All my Sega roms are in .bin format, pretty much any emu will open them I think. I use Kega Emulator for Sega roms. and.... w00t I got Mario RPG for SNES. That game is a classic

Imp


Last edited by Guest on 08 Jul 2003 01:18:03 pm; edited 1 time in total
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Adm.Wiggin
aka Tianon


Know-It-All


Joined: 02 Jun 2003
Posts: 1874

Posted: 08 Jul 2003 02:32:15 pm    Post subject:

ok, 8x8 sprites for the bg would be awesome, cause u combine them into 16x16! Many different combos, say u have 8 8x8 sprs, that is 32 combos i think... sounds good! anything is possible that way!

16x16 is still my choice for the char...
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james


Member


Joined: 25 May 2003
Posts: 114

Posted: 08 Jul 2003 03:38:59 pm    Post subject:

JOHN- what exactly are u doing with the code,cuz i want to also help in making the engine

Snipper-i know what u are currently doing

Cyan-how r the graphics comming?

Im working on gretscale title screens,ill post them when im done and u can vote on which one u like the best

what is everyone else doing....

post what u are doing,if nothing,post what u want to do,and ill assign jobs

james Very Happy
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John Barrus


Member


Joined: 25 May 2003
Posts: 131

Posted: 08 Jul 2003 04:48:23 pm    Post subject:

I'm just getting a feel for how tile-scrolling works. It's still new to me. James, do you have any ideas on how to modify it to make it smooth-scrolling? I think I might look at the source for Mario and see how they did it. Just let me know when you want to start working on the engine.

Well, we really need to meet at an IRC room sometime.
BTW, does Cyan visit the board often? Maybe he forgot he was doing this, Smile
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62 52 53 53
Formerly known as 62 52 53 53


Active Member


Joined: 30 May 2003
Posts: 607

Posted: 08 Jul 2003 05:43:04 pm    Post subject:

I'll do whatever, but I need an assignment
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John Barrus


Member


Joined: 25 May 2003
Posts: 131

Posted: 08 Jul 2003 05:49:07 pm    Post subject:

Well, there's lots of things that need to be done, but a couple things are based on the completion of other things. We need to get an 8-way smooth scrolling engine down before we do much anything else.

Perhaps you could work on the the GUI for menus and such. I guess you could come up with your own design and present it.
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james


Member


Joined: 25 May 2003
Posts: 114

Posted: 08 Jul 2003 06:09:51 pm    Post subject:

I want to start working on the engine asap,whenever u have the time.as far as a smooth scrolling engine,the best help here would be justin,but im going to look at mario,even though mario has a lot of stuff that has nothinng to do with the engine.What i mean is that it is hard to find stuff in the source.He didnt forget to do this,i emailed him some stuff,hes working on it,as far as i know.He ussaly gets back to me within 5 days with new,kewl stuff.Give him some time Very Happy
Yes we need to setup a time and place to meet
how about 7:00pm eastern at maxcoderz chatbox,under the first server,dont be late Very Happy \
the menu is kewl for him to do

hehe
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John Barrus


Member


Joined: 25 May 2003
Posts: 131

Posted: 08 Jul 2003 06:21:17 pm    Post subject:

Ok, well, give me at least a day to look at the source for Mario, and then we can meet in IRC to discuss how the engine should be... Isn't it already past 7 eastern? weel, I'm in #unitedti right now...
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SniperOfTheNight


Advanced Member


Joined: 24 May 2003
Posts: 260

Posted: 08 Jul 2003 08:23:15 pm    Post subject:

I'm going to try to set up an IRC room just for Sonic,since a lot of people go on #unitedti. I'll see what I can do.
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james


Member


Joined: 25 May 2003
Posts: 114

Posted: 10 Jul 2003 12:40:27 pm    Post subject:

update- shawn hasnt done anything with the sprites and wont be able to do it for like another week Mad

john and i are working on the engine Very Happy

sniper is half way done the story Very Happy

62 52 53 53 got a new assignment(GUI for menus )
i dont know if he wants to do that or not,but its up to him

how about another graghics guy to help this week,while shawn isnt doing anything,we will prob redo what ever u give us(maybe,maybee not),but we will include in the credits
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62 52 53 53
Formerly known as 62 52 53 53


Active Member


Joined: 30 May 2003
Posts: 607

Posted: 10 Jul 2003 04:55:20 pm    Post subject:

Sure. I'll take that assignment. Any specific things you want in the menus, or ideas, or ideas of what might be in them? A menu with a picture of each item might have to be different than a menu with only text.
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james


Member


Joined: 25 May 2003
Posts: 114

Posted: 10 Jul 2003 07:25:04 pm    Post subject:

UM, make it graphical,and if u can greyscale
other than that,its up to u
make it kewl though Very Happy
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John Barrus


Member


Joined: 25 May 2003
Posts: 131

Posted: 10 Jul 2003 11:55:54 pm    Post subject:

Jeff- I was thinking that we'd have a splash screen at the beginning (I don't know if James is still working on that or not). Then it'd cut to a menu:
Play
Difficulty - (I don't know if we'll do different difficulty levels)
About (Credits)
Exit

Are you proficient in asm? Maybe we can have an animated selector to spice things up.
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james


Member


Joined: 25 May 2003
Posts: 114

Posted: 11 Jul 2003 06:12:15 am    Post subject:

I was thinking of doing the animation myself,sry,i already have some pics drawn out in greyscale,what we need it the menu,everything john said but....we need a place for the levels,there r going to be external levels,in the end,look at mario and its source,or squars,its a ti83+ ion game,the source is fully documented.
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