Would your system be at all useful (if under-utilized) for 2D text scrolling with dynamic loading of text? Say, for a book reader or long article? Or would it be easier just to code that from scratch?
Are the Moving platforms part of the background, or are they a big sprite?
uze6666 wrote:I'm thinking about a remake of the original Super Mario bros. to see how to use it...
- Demo game created with LePlatz v1.0 available:
- Eliminated compiler warnings of unused variables when setting MAX_MOVING_PLATFORMS=0 or MAX_ANIMATED_BGS=0.
- Fixed buffer overflow when using more than the default number of moving platforms per slice.
- Fixed painting of initial frame for slices with bg animations that exist in multiple Outer bgs.
- SLOW_BG_PATTERNS now incurs only a very slight cycle and flash penalty.
- BG flags BGTH and BGTV have been merged into BGT. BGTV's bit flag has been reassigned.
- Patterned BGs (BGP) are now stored as traditional maps. This makes large patterns far more manageable
from a development standpoint.
- Platforms can now move in steps. This reduces required tiles from 44 to 1. Movement precision is
tile-based for stepped moving platforms. These are best used for horizontal movement or when
the player will not be carried by the platform.
- Platforms now specify their clear tile individually. This allows for placement of platforms
against different single-tile backgrounds within a single game. Note that a full set of tiles
are required for each background if smooth platforms are utilised.
- Platform clear tiles should be in the first 64 tiles (i.e masked with 0x3F).
- BGM flag indicates a mutable BG. These BGs can be dynamically customized and generate events
upon player interaction. Customizations may persist for the current session or be saved to
EEPROM and persist indefinitely (say for a saved game). BGs can be changed visually and collision-wise,
such that deformable BGs are possible (NB: the deformed BG must be a valid BG and cannot be split
into multiple BGs).
- BG animations (BGA) no longer have a positional requirement in their Inner/Outer BG index - instead,
they have a separate directory aswell as entries in the main BG directory.
- Synch attribute added to BG animations. Setting to non-zero ensures animations of a similar type
are synchronized accross slice boundaries.
- Programs suffering compatibility issues with Platz 1.0.0 can find Platz 0.3.2 at:
Alternatively, queries regarding steps to make your pre-1.0 program 1.0 compatible can be posted
to the official Uzebox forums: http://uzebox.org/forums/viewtopic.php?f=6&t=527
- PlatzMapSprite now takes an extra argument for sprite flipping
- Objects now index into the same maps table used by Patterned Inner Bgs. The object data structure is
25% smaller due to not having to store the map's address internally.
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