Also an update: I may or may not be on here for a while after this afternoon, because I'm going to go stay at a different residence. And I haven't been informed whether or not that residence is supplied with internet. So I may go missing for a few days, or even a week or so. Don't know yet.
Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D
Okay I know I said I'd produce results. first of all A BIG HUGE THANK YOU to DiscoStew who made the post that made it possible for me to get these custom sprites to work.
Here's the first demo of link, able to move with the D pad
Yes, it was sweat and blood and almost tears but I got it to work.
There is the image link! Scan those QR CODES , hopefully nothings broken . :/
It works on my 3ds.
And a question towards DiscoStew: How do I get past the pallete limitations seems like I can only load in one pallete.
Does that pallette apply to every single last sprite?
how can I get around this? link to the past is a colorful game.
Could I create a function that is fast enough to set the pallete and then draw different sprites?
If I change the sprite pallete, will it change something that's already been drawn on the screen for "this" frame?
Any help is appreciated.
UPDATE: Well I thought why post needlessly more posts?
I've updated the movement a bit, and changed a few tiny things. Note: to see the animation it's better if you tap the foreward button rather than
hold it.
@gimmemorecoinz you can load different pallates for sprites and background, if you didn't already know. other than that you have to use one pallet at a time, but you can have more than one for different areas that have the same spots for link and items but the rest changed for enemies ect. and load them up as you need them. @MrSirr one trick for your car game since you said you were going to controll a guy or the car is that you can assign labels to text variables, like
label$=@kumquat
goto label$
that way you can have one loop for the man and one for the car without losing time on IF commands to goto each.
Actaully the cars standing still, the guy is going to walk to it and get in the car! Like GTA
@Discostew didn't know about the graphic trick with the pallate colors ill keep that in mind, @MrSirr GTA? sorry i suck at anagrams xD
EDIT: grand theft auto?
@Discostew didn't know about the graphic trick with the pallate colors ill keep that in mind,
Honestly, I only came up with that this morning as I woke up. If you aren't using something, think about how you could utilize it for something else, like how you could use GRPs to hold actual game data (not code) and read it byte-by-byte. Just remember that if you require something for its original use, then you can't use it for anything else.
right, ive learned allot from you, morphtroid, and the rest of the forum. the game im working on doesnt require very much to be saved so a MEM works for now. ive been wanting to use GRP files to save, so whatever i do next is probably going to use it, whether its needed or not. xD
nope, no signature here...
I lied, here's my friend code: 2406-5448-5608
@Discostew didn't know about the graphic trick with the pallate colors ill keep that in mind, @MrSirr GTA? sorry i suck at anagrams xD
EDIT: grand theft auto?
Hello guys!
I have had petit computer for a day now, and have been following this forum for about a week or so (read it from beginning in spare time). I have this problem, I am well off until game, but IM starting the background and I made it in the program to make backgrounds but the background is showing up in a different pallet and different page thing that shows the tiles. What command do I use to set it to the right options (if needed I will post pics of the problem and my code).
Going to be uploading my OS called XOS 1.1 if you would like your game or program in it reply to this msg with your qr code and it should be added if i really like it (and i prolly will) i hate saying no release is scheduled for end of April or Beginning of may
@Mega12TV depends on what you mean by right options, when you load you use BGU0, BGU1, BGU2, and BGU3 to assign which page its loaded to. for the colors, you choose which set of colors from the pallate like this,
BGUPUT 0,0,0,0,number for color set,0,0
if i misunderstood you sorry and tell me what i misunderstood, and if you havent read the tutorial thread its really helpfull.
nope, no signature here...
I lied, here's my friend code: 2406-5448-5608
Thanks, I can't wait either. I'm starting more work on it tonight/tommorow if when I come back from the dentist I don't feel all messed up.
I'm going to try to import some lttp tilesets soon and see how it goes splitting them up and re-rendering one of the areas from LTTP.
I can't believe how many QR codes I end up generating just from simple things like one of link's sprite sheets, and that's just walking in one direction.
I'm going to have to really , be careful with how I use sprites... but that's OK I think.
I want to get some basic menus working. I've messed with adding in some music from LTTP using Qmidi studio's feature.
An update on what i've changed so far: I added an update timer for when link walks that way , the animation has time to finish and it loops when he walks.
The values, at the header of the program after the music (MML) data, are adjustable.
Changing the amount of time between ticks (cpu clock cycles as it were) , or "counts", changes how long it waits between frames but also slows down links
actual animation.
I'll be adding some other things to the engine soon, that will help me control the framerate of the sprites, and I'll be adding a real framerate counter soon as well into the mainloop as part of a subroutine.
Here's what I'm working on right now: Making link walk in all four directions.
Importing more sprites/music: Creating a new spritesheet for link and finishing the first one.
Better sprite timing: Link's walking and movement animations.
Eventually...add in a full map and have it up and running.
The plan for the future is to create an editor for pc that contains all the code for the LTTP game engine, and map data as well.
That way, the editor can just generate the data statements and they can be pasted into the game that way.
That's after I figure out what format I want to use for the data statements.
So yeah. and.. when alot of that stuff is done I'll release the editor as well, for people to use and mess with, along with the full game code.
It'll be in a project zip file containing the QRS, the actual code files itself in plaintext, and as a PTC file. So you can edit it without having to import from QR first. Which will be nice -.-"
And I'm going to give the game engine it's own scripting system for things like "door_open:left"
so I'm going to be adding a subscript string parser...
The level headers themselves well rather the room headers are going to contain information about what room to load upon specific events.
Or what actions to perform upon specific events.
Ie: All_enemies_in_room=dead: result=North_door OPEN"
In the editor I'm making, a chest will be able to be invisible at first, the game engine won't draw it nor will it check for collision. Then it will be able to appear, along with the sound effect of it appearing.
This is the only way I can do certain actions that are room specific so a system like this for the engine is needed.
In order to simplify the entire process, I'll load the scripts from external files to save room in the program itself.
A little help with figuring out how to store the data for each room would be nice from anyone who has experience with this. Not tiledata, but script data.
I'm going to try to limit the script for each room to about two lines of real code. So even if I can't store the data externally that'll be ok.
I think that's about it. If anybody wants to help me create graphic sheets that are compatible with ptc utilities/petit computer that include link sprites or enemy sprites please let me know. I'm going to have to map out which sprite indexes will be used for which rooms and how many sprites on screen at once.
I'm debating a maximum of 25 to 50 sprites. Per dungeon. And 10-15 sprites maximum per over world.
One issue I'm going to have is sprite transparencies. Or multiple foreground bg layers that have transparency. Does petit computer support that?
Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D
Okay here's an update. if anyone is watching my posts. Link to the past for Petit Computer is coming along.
I've nearly perfected the movement and animation aspects of controlling link's sprites, which I can recode later on in order to create a re usable routine
to control alot of sprites. Erm.. I can use it for almost any normal sized sprite in the game or any sprite in the game that has link's sizing.
WITHOUT FURTHER DELAY here's link to the past for petit computer version 0.3 ALPHA. http://imgur.com/lhg9fmz
Enjoy! I hope you really like it. As per request.. if you guys tell me what part of the game you'd like to see added most first, tell me.
I'll code any of the items for link, no mobs and no levels yet.
I'll add any item to the game right now, that is items link can use. Such as the hookshot, boomerang.. you get the idea.
Also I'm going to be adding simple chests, the "discovery" sound effect. And a few other things.. Eventually the addition of enemies will be added, BUT...
those enemies will need to be coded specially since later they will only exist in specific maps.
That's all I guess. I hope you're all looking foreward to the first "challenge" level of the game. traditionally, I could COULD start by adding the LAMP but I'm unsure about how exciting lighting torches is for everyone.
Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D
Hey if anyone has an answer for me this would help alot. I'm going to post my code so far and try to explain the issue I'm having.
First.. The petit computer issue I'm having is I want to have two sprite sheets (more eventually) for the same control number sprite. LINK!
sprite 1 in this game.
FIrst, all the code: http://pastebin.com/2tSZHP3q THERE.
Here's the loading code:
LOAD"SPU0:LINKTEST", FALSE
load"spu1:LINKSUD", false
LOAD"COL1:LINK", FALSE
Here's the routine for link to move downwards: @MOVEDOWN
IF CANMOVE==FALSE THEN RETURN
SPY=SPY+LINKSPEED
And here's the routine for link to swing his sword. The problem is it's drawing a jumbled up version of link. @linkswings
if facing==0 then return rem dont do this links not facing the right way
if cananimate==false the return
spofs 1, spx, spy, 0
spset 1, 0, 1, 0, 0, 0, 32, 32
spanim 1, 6, 1, 1
cananimate=false
return
Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D
okay... so.. I solved some of that problem.. but the new issue is (because I realized the new sprites for SPU1 start at 64.
NOT 0.
Here I was thinking that somewhere in SP set, you tell it which page (out of the 7 or 8 that are available? ) to use for this sprite.
Uhm... so now that I know THAT. (I searched this thread for a similiar issue) my next question is... why do my 32 by 32 sprites of link, keep coming out garbled?
Within ptc utilities I load the sprite up, just fine, set as 4*4 like so: http://imgur.com/VNViKsC
When I set the sprite to be 32, 32 using this:
spset 1, 64,0, 0, 0, 0, 32, 32 // a sprite of link that is 32 by 32 pixels
It just glitches what I Posted, the link to imgur up.
Basically the sprite gets cut into pieces and isn't pieced properly.
what am I doing wrong ?
Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D
@gimmemorecoinz whenever you change there size it reorganizes the 8x8 blocks the sprites are made of (it doesnt do this with background). the normal size is 16x16, go into the editor and change it from 2x2 to 4x4 and youll see all the sprites rearranged. youll have to make the sprite in the size you want. a trick to help with detailed sprites is to make it on the background page, since you can zoom in without the blocks rearranging, then zoom out and copy and paste to the sprite page.
i was thinking of making the original LOZ, since the music was already made by that japanize dude (dem dang japanize programers xD) and the sprites arent to complicated, considering i suck at pixel art.
@Ramstrong
OK here is the new Coral maze. The basic principal is there, but it needs (a lot) Of polishing and a better GUI.
The game:
Its needs a little shorting though. I bet the code could be simpler.
Here is the updated version of @Morphtroids sprites:
Yeah, Do whatever you want. We have 19 days.
I think that it is going in the right direction. It needs:
*A better GUI
*Harder arrangement (Maybe)
*Better sound @Morphtroid did a good job with p farm hint hint
Also, I finished this at night so there are mistakes at line 151 and 153. They are if statments. It should be pretty easy to fix.
From now on, I won't be able to work on it much. I am in the process of shortning Temple Raid and putting on finishing touches.
Thank you
-Bluerobin2
Thanks for this.Its fun to watch it generate the map!
Must be nice not to have to do taxes. I fixed the mistake on 151. What's the mistake on 153?
You really should've randomized the whole background instead of putting objects later after maze is generated. Also, instruction can be better. The way it's written right now does not tell the user what to do, and the images are tiny and hard to read. So a better instruction is needed. Any volunteer?
Thanks for the improvements. Need your last name in there, Mike.
@gimmemorecoinz whenever you change there size it reorganizes the 8x8 blocks the sprites are made of (it doesnt do this with background). the normal size is 16x16, go into the editor and change it from 2x2 to 4x4 and youll see all the sprites rearranged. youll have to make the sprite in the size you want. a trick to help with detailed sprites is to make it on the background page, since you can zoom in without the blocks rearranging, then zoom out and copy and paste to the sprite page.
i was thinking of making the original LOZ, since the music was already made by that japanize dude (dem dang japanize programers xD) and the sprites arent to complicated, considering i suck at pixel art.
I think you might've mis understood me. The sprites don't get re organized when I load them into ptcutilities.
Actually I read a post about how to do it and that's how I got the other link sprites to work.
he's scrambled up no matter what I do but I can faintly see his sword actually swinging in the garbled mess on my 3DS.
The issue is that when I load them into ptcutilities they're all perfectly fine. I tried loading them in as sprites, and as non sprites. Same thing.
What you see in the screenshot above IE http://imgur.com/VNViKsC shows link just fine not scrambled.
The problem is when I export into petit computer, and try to display it as a 32x32 sprite using Load"SPU1:LINKSWOR" and spset, start with sprite number 64. The issue is while displaying with the correct pallette, his 8x8 blocks get jumbled up on me.
But everything appears fine inside PTC utilities. If I copied and pasted them into ptcutilities how I wanted from background wouldn't that look the same as the screenshot I posted? I've also posted my code above (thought it's been modified as of recent) so that everyone has a clear idea of how I'm trying to do what it is I want to do.
The short version: Link displays fine inside ptc utilities, I load the png file with the settings I want, already selected and he doesn't get scrambled that way.
Inside Petit Computer, when I run my program he gets scrambled after being displayed.
Got a project? PM ME on here!
Youtube: lostkitty64x
Want help with coding? PM ME! PM ME PM ME!! XD
FC: WIll post later.
Systems I own: ds lite, 3DS, PC/gaming, steam platform. I play alot of games. Just ask ! Minecraft anyone? :D
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