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Got LOTS and LOTS done on the DCTile demo.

Posted: Thu Jan 06, 2005 3:28 am
by Falco Girgis
In honor of NEStix and as a little side-project to both better NEStix and my own understanding of 2-D platformers, I'll be releasing the tile demo as a full game/demo later on in the DC-scene. JS Lemming will also be releasing something that he described as "Lots of blood" as his side project.

Tvspelsfreak has been helping all day with this. So thanks.

First off, we got it sidescrolling. Yes, now the TileDemo sidescrolls. Ph33r!

I decided to make the map bigger in honor of the fact that it now scrolled and to have more places to explore. That's when I found that there were mysterious tiles outside of the level array. Tvspelsfreak confirmed my findings as drawing parts of the Dreamcast RAM. Being the brave adventurers we are, we dived right into the abyss to explore!

Sorry, but I had to get screenshots. :D
Image
The platform I'm on is the map. Everything to the right of that is outside of the array. MarauderIIC described it as "We call that a memory access violation on the PC".

So then I lept off the edge of the world.

I was falling through wierd random tile clusters and formations in the DC RAM. Here's a screen:
Image

Next I fixed bullet collision to work outside of the old demo and thanks to Tvspelsfreak started only drawing tiles onscreen.

Then I did running with the holding down of the X button. I also sprucened up the jumping. So now you can jump farther when you run :mrgreen:

Then, it was decided that a level was needed. I decided to go with Tvspels plan of just loading it from a text file in the romdisk. He also graciously let me use some code to read in the file and store it in the level array. Man, that was over me.

So now we have a nice level in a text file formatted like JSL wanted:

Code: Select all

020 020
AAABBBBBBBBBBBBBBAAA
AAAAAAAAAABAAAAABAAA
AAAAAAAAAAAAAAAABAAA
AAAAAAAAAAAAAAAABAAA
AAAAAAAAAAAAAAAAAAAA
AAABBBBBBBBBBBBBAAAA
AAABAAAAAAAAAAAAAAAA
AAABAAAAAAAAAAAAAAAA
AAABBBBBBBBBBBBBBAAA
AAAAAAAAAAAAAAAAAAAA
AAABBBBBBBBBBBBBBAAA
AABBAAAAAAAAAAAABAAA
AAABAAAAAAAAAAAABAAA
AAABAAAAAAAAAAAABAAA
AAAAAAAAAAAAAAAAAAAA
AAABBBBBBBBBBBBBBAAA
AAAAAAABAAAABAAAAAAA
AAAAAABAAAAAABAAAAAA
AAAAABAAAAAAAABAAAAA
BBBBBBBBBBBBBBBBBBBB
When that is read, POOF the level is born.

I should have you know this is no ordinary level.

This is the tiled "F-word".

See for yourselves!
Image

Posted: Thu Jan 06, 2005 5:33 pm
by JS Lemming
Koo koo. <cough> send CD!!!! </cough>

Posted: Fri Jan 07, 2005 2:55 am
by Falco Girgis
Been slaving all day. I'll just post a picture so you can see what I've been up to. I'm sure you won't be able to see a difference between the demo yesterday and today, though.

Image

God, need sleep. . .

CAFFEINE, GRRR...

By the way, I think the unofficial name will be "Random" until you can help me come up with something better. . .

Oh, Arce ripped sprites.

Posted: Fri Jan 07, 2005 3:25 pm
by Wutai
A downloadable demo would be nice, and happy, and cheerful, and good.

Posted: Fri Jan 07, 2005 5:16 pm
by Falco Girgis
Do you have a coder's cable? I could upload an .elf.

It's a different story for selfbooting discs. I'd have to unscramble it and make it self-boot. I'll do that later because it's alot of effort when I'm not that far into it.

One of the hight points of this game is definately going to be debug mode like the original Sonic and Knuckles one. Laying tiles and stuff. Heck, you could even reverse gravity.

It won't disappear when you go offscreen either like the Genesis. It'll be there forever.

Posted: Fri Jan 07, 2005 11:59 pm
by Guest
OMG, Megaman has the most advanced tiles EVER! Fudge, I have been ripping that crystal floor for nearly two hours, AND IT'S ONLY 12 SPRITES!

(BTW, the crystal floor I speak of is not in the screen shot, and it took so long because I screwed it up twice, and because I have no clue how to put them together, so I had to go in a screen shot and label all the tiles so Gyro could re-create the floor in the DC game.)

Posted: Sat Jan 08, 2005 3:59 pm
by JS Lemming
2 hours is a long time to rip 12 tiles.... even with 15 mistakes.

Posted: Sun Jan 09, 2005 12:27 am
by Guest
You thinki it took 2 hours just to rip them? I meant rip AND recreate. BTW, I just found out that there are 22..x.x

Not only do I just recreate it, but I have to add on to it. Making custome things with themz tiles are HARD!

Anyway, ALL the tiles (More than 60) are done by me, except for 3. :D

Posted: Sun Jan 09, 2005 12:57 pm
by JS Lemming
My bad. Nice work too.