Is there any MapSprite2 limitation?

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Gosma
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Re: Is there any MapSprite2 limitation?

Post by Gosma »

There's was one tile for tiles and other to fonts. But since some characters did not appear i tought that was some problem in the index. So i placed all in one tileset, but still did not shown any words, so i've removed smaller some drawings and the chars apperar, but some tilemaps were gone, so i've smalled once more, and when all tiles and fonts decided to appear, all the sprites (players,ball.gk) started not to appear. :P
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Gosma
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Re: Is there any MapSprite2 limitation?

Post by Gosma »

game screen... still 40% done :cry:
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uze6666
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Re: Is there any MapSprite2 limitation?

Post by uze6666 »

Great progress and Looking good, I hope you'll enter UCC2014 with it! 8-)
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D3thAdd3r
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Re: Is there any MapSprite2 limitation?

Post by D3thAdd3r »

Does the ball and the ball with the X on it need to be in the tile set or were you intending to have that as a sprite? If you can get rid of those and the pink tile(into the sprite tile set), you will be able to use up to 40+ ram tiles to get those big sprites working better. You might need a couple makefile adjustments but it should be doable.I like the graphics they have a very unique style and this would be a great UCC 2014 entry.
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Gosma
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Re: Is there any MapSprite2 limitation?

Post by Gosma »

Many Thanks for your help! I've never expected to participate in any contest because i'm a complete newbie in Coding and i'm still
trying to understand how Uzebox works.

Redone tilemaps, still thinking about PowerBars because there's not enough room for that.

Well already have the sprites... so far so good..
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uze6666
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Re: Is there any MapSprite2 limitation?

Post by uze6666 »

Looking at your tile sets, a couples comments:
  • I think that's what Lee mentionned, in your sprite sheet, you don't need the sprites with the goalie *and* the ball overlayed. This can be achieved at run time just drawing the ball sprite over the goalie sprite.
  • Use the screen overlay function of mode 3 to display the "turn" and "Uzekicker" logo. you can pack the tiles for those in their own tileset and display it independently of the main screen (the overlay can have it's own tileset). That will in turn free up space in your tileset allocated for the main screen area.:)
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Gosma
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Re: Is there any MapSprite2 limitation?

Post by Gosma »

Understood! many thanks! You're helping me a lot :P
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Gosma
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Re: Is there any MapSprite2 limitation?

Post by Gosma »

Hi!
I've stopped post news but i did not gave up the project :lol:

The game right now has a "face" as described in video below. :lol:


- still a piece of the Goalie keeps after jumping and i don't know why. :D
- thinkng in how to code PowerBar :p
- need to code P1 vs CPU
- no sound and i want some :cry:


https://www.youtube.com/watch?v=qJuMpOg ... e=youtu.be
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D3thAdd3r
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Re: Is there any MapSprite2 limitation?

Post by D3thAdd3r »

Find an midi version of a song you want and I'll convert it and if you can find some sound effects in some NES game I will try to get you them too.

For the pieces of the goalie sticking around, I think it is just sprites that were setup for the wider jumping frame and then not used after(but also not reset so they hide).
At the beginning of each frame try putting something like this:

Code: Select all

	void HideSprites(){
		for(uint8_t i=0;i<MAX_SPRITES;i++)
			sprites[i].x = SCREEN_TILES_H*TILE_WIDTH;//hide it
	}
	//...
	while(true){//...
		HideSprites();
		MapSprite2(...
		//...
		WaitVsync(1);
	}
	//...
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Gosma
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Re: Is there any MapSprite2 limitation?

Post by Gosma »

Hi! thanks again,

Your code helped me and the GK sprites are ok now!! :D.
About the music, i didn't have much time to search for, so i inserted some
NES music, the sound looks strange but ok.

Thanks for you all.
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