this question is directed mainly at @Discostew , but anyone can answer if they want. how do i make the screen scroll so my sprite is always in the middle of the screen?
I assume you know how to make your level/map scroll, right?
well actually, that was part of the question, haha. i'm sure if i could figure THIS out, then your explanation would make more sense to me. thanks!
this question is directed mainly at @Discostew , but anyone can answer if they want. how do i make the screen scroll so my sprite is always in the middle of the screen?
I assume you know how to make your level/map scroll, right?
well actually, that was part of the question, haha. i'm sure if i could figure THIS out, then your explanation would make more sense to me. thanks!
If you plan on having areas bigger than 512x512 pixels, you're going to have to incorporate a BG tile drawing system and write in map data to the layers. I have a tutorial for this specific problem here if you want to take a look at it .
Temple Raid log entry No. 1:
*3 mazes to choose from
*Bombs are now more accurite and can kill you
*Pause
Soon to be:
*Bigger countdown clock
*Real-time Score update
*More mazes? (If there is time)
Also @ramstrong, if you made any adjustments to Coral maze, Can you post the Qrs? I know you're busy so sorry, but we only have less than 12 days.
Thank you for starting this. It was great fun . If you haven't heard, @Gimmiemorecoinz will see what he can do with it. Then if we have time, Others may want to run it on. This time (If you agree), I will take over your job so you have time for other things and you may do one final run-over. Thanks again! Any more voulenteers? We can still continue this after the contest. I don't mean to make myself all boss, But it had to get out there .
Okay everyone I've made a new image file in order to show you what's really going on.
I posted the raw sprite things themselves to. If you want me to upload the sprite sheet I'm using for link's sword seperately and see if somone else
can get it to work the way you guys keep saying to sure.
But before anyone tries to give me anymore advice they should look at what this is doing.
I checked the checkbox that says sprite btw, I also unchecked it.
To clear up any confusion that means, I loaded the qrs both with it checked and with it unchecked, but each time, I reloaded the png image file.
So it wouldn't get scrambled (When it's being displayed inside of ptc utilities)
I'm assuming that if it's not scrambled inside ptcutilities it won't be scrambled inside of petit computer as long as I have the sizing right.
I don't know what's going on with this. http://imgur.com/IkBQlvK
Load in all the QRS and run it, then try to help me figure out the issue.
I don't think it's related to how I'm exporting my sprites that doesn't make sense since I tried every way possible already.
Read the code here: http://pastebin.com/E1qxGDn8
Also, in this version link can now move in all four directions. HOORAY!
Here is converter program that arranges your LINKSWOR sprite into correct 32x32 format.
'this converter will load
'sprite into SPU0 BANK.
'and will create arranged
'for 32x32 size sprites on
'SPU1 bank. after converting,
'save SPU1 bank. then use it
'in your game.
'this program will convert to
'32x32 only. other size will
'require different rearrange
'order.
'load sprite into SPU0 bank.
SYSBEEP=0 'load sound off.
LOAD "SPU0:LINKSWOR",0
SYSBEEP=1 'sound back on.
'(left sprite)
'here is original sprite.
'from sprite bank 0
SPSET 0,0,0,0,0,0,32,32
SPOFS 0,0,0
SPANIM 0,6,20
?
?" ← Original"
?
?" Rearranged →"
?
'(right sprite)
'this is rearranged sprite
'from sprite bank 1
SPSET 1,64,0,0,0,0,32,32
SPOFS 1,128+8,0
SPANIM 1,6,20
'there are 16 '32x32' size
'sprites per sprite bank.
'rearrange one sprite at a
'time. repeat 16 times.
FOR J=0 TO 15 '16 sprites
'32x32 size sprite is made
'with 16 8x8 size tile pieces.
'simply, pick up piece from
'original sprite and put it
'into another sprite bank in
'correct order.
FOR I=0 TO 15 '16 tiles
'read original sprite piece
CHRREAD("SPU0",J*16+I),A$
'put it in correct order
'in another bank.
'in this case, spu1.
CHRSET "SPU1",J*16+ARRANGE(I),A$
NEXT
NEXT
'save the correct result on
'SPU1 bank then use it in
'your game.
SAVE "SPU1:LINKSWO_"
it will load LINKSWOR into SPU0 sprite bank.
then create rearranged one into SPU1 sprite bank.
save arranged result on SPU1 bank and use it in your game.
*for information about how different sized sprites are accessed internally, go to help menu, "37 - Basic Sprite section", "Rules for Storing Sprites"
Okay everyone I've made a new image file in order to show you what's really going on.
I posted the raw sprite things themselves to. If you want me to upload the sprite sheet I'm using for link's sword seperately and see if somone else
can get it to work the way you guys keep saying to sure.
But before anyone tries to give me anymore advice they should look at what this is doing.
I checked the checkbox that says sprite btw, I also unchecked it.
To clear up any confusion that means, I loaded the qrs both with it checked and with it unchecked, but each time, I reloaded the png image file.
So it wouldn't get scrambled (When it's being displayed inside of ptc utilities)
I'm assuming that if it's not scrambled inside ptcutilities it won't be scrambled inside of petit computer as long as I have the sizing right.
I don't know what's going on with this. http://imgur.com/IkBQlvK
Load in all the QRS and run it, then try to help me figure out the issue.
I don't think it's related to how I'm exporting my sprites that doesn't make sense since I tried every way possible already.
Read the code here: http://pastebin.com/E1qxGDn8
Also, in this version link can now move in all four directions. HOORAY!
Here is converter program that arranges your LINKSWOR sprite into correct 32x32 format.
'this converter will load
'sprite into SPU0 BANK.
'and will create arranged
'for 32x32 size sprites on
'SPU1 bank. after converting,
'save SPU1 bank. then use it
'in your game.
'this program will convert to
'32x32 only. other size will
'require different rearrange
'order.
'load sprite into SPU0 bank.
SYSBEEP=0 'load sound off.
LOAD "SPU0:LINKSWOR",0
SYSBEEP=1 'sound back on.
'(left sprite)
'here is original sprite.
'from sprite bank 0
SPSET 0,0,0,0,0,0,32,32
SPOFS 0,0,0
SPANIM 0,6,20
?
?" ← Original"
?
?" Rearranged →"
?
'(right sprite)
'this is rearranged sprite
'from sprite bank 1
SPSET 1,64,0,0,0,0,32,32
SPOFS 1,128+8,0
SPANIM 1,6,20
'there are 16 '32x32' size
'sprites per sprite bank.
'rearrange one sprite at a
'time. repeat 16 times.
FOR J=0 TO 15 '16 sprites
'32x32 size sprite is made
'with 16 8x8 size tile pieces.
'simply, pick up piece from
'original sprite and put it
'into another sprite bank in
'correct order.
FOR I=0 TO 15 '16 tiles
'read original sprite piece
CHRREAD("SPU0",J*16+I),A$
'put it in correct order
'in another bank.
'in this case, spu1.
CHRSET "SPU1",J*16+ARRANGE(I),A$
NEXT
NEXT
'save the correct result on
'SPU1 bank then use it in
'your game.
SAVE "SPU1:LINKSWO_"
it will load LINKSWOR into SPU0 sprite bank.
then create rearranged one into SPU1 sprite bank.
save arranged result on SPU1 bank and use it in your game.
*for information about how different sized sprites are accessed internally, go to help menu, "37 - Basic Sprite section", "Rules for Storing Sprites"
THANK YOU so much. Finally somone knew how to fix this. I've been waiiiiting for that.
One question I have is why didn't anyone else on here know how to solve this issue if they all work with petit computer alot?
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 did that, that program works great. For all the 32X32 sprites. now I have a new problem. The link pallette I have doesn't work on that one.
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
what do you mean by the pallate doesnt work on that one? and for your other question ive never run into that problem before, at least now i know what to do so thanks @ChangeV.
nope, no signature here...
I lied, here's my friend code: 2406-5448-5608
It's amazing how many decision points are involved, even in a small game project such as this. Hairbanman and Gimmecoinz can contribute. I suggest beta-testing and maybe Gimme can do title screen pic. If anybody knows how to code loading title graphic screen optionally, ie load if present, skip otherwise, I’d appreciate it if you send me the code fragment. I have to check this but I think LOAD PIC,FALSE maybe fine.
I don’t have much time anymore. I doubt my project will get graphic before the deadline, which is a pity. But I’m incredibly busy. Once I uploaded the QR, I may wait a little while, but maybe I’ll just submit it in quick and update later if necessary. I don’t have a steady Internet connection, and I don’t want to miss the submission deadline for this project. The current schedule shows it's not until 20th that I can get access to the computer to upload the QR. I'm in the process of transferring stuff to new computer, and memory cards aren't compatible. Data in SDHC, computer accepts micro. Old computer is still at home, and I'm on the road. Sorry.
These are the changes I made:
Added Morphtroid credit for graphics.
Replaced GPAINT 0,0,4 with GCLS 4
Added REP variable for number of games played.
Call @SCENE from INIT
Changed SEED to number (9-99)
Added Instruction in @MAZE
Added Games Played in bottom screen, replacing SEED line
Changed @YW to displaying Game Over/Continue screen.
Changed @GOAL and @SEED to Path/Wall section of the maze.
Reduce Time limit by 5 seconds every continue.
That’s it for now. I think we can submit it as-is, and if anybody have any ideas for improvement, please let me know quick. Beta testing, especially, takes a long time. The game is rather addictive in quick doses. I can just submit the game now (or whenever I have access the computer next time) and put in "The work is on-going, please check NL DSiWare forum". That should be sufficient. You can take the current source code and make improvements on it. As long as you keep the improvement to separate subroutines and called using GOSUB, I should be able to handle it just fine. No need to wait for my QR. I didn't make drastic changes. Just little bit here and there.
This game is shaping up very nicely because we all work together in this. Please keep it up! Thank you for your support.
PS: I wonder if I should make some friends so I can send the QR via SwapNote. Has anybody tried that? Did it work?
I fixed up the @SCENE subroutine. Just a little change. You'll see when I post the QR. Easily done. No worries about being rude. I have thick skin. Taxes should be manageable as long as you keep to 1040EZ. I'm past that point a long time ago. That's okay. Wouldn't have it any other way.
EDIT
Uh, is that Morphtroid or Morphtorok? Say, what name should I put you under?
Okay everyone I've made a new image file in order to show you what's really going on.
I posted the raw sprite things themselves to. If you want me to upload the sprite sheet I'm using for link's sword seperately and see if somone else
can get it to work the way you guys keep saying to sure.
But before anyone tries to give me anymore advice they should look at what this is doing.
I checked the checkbox that says sprite btw, I also unchecked it.
To clear up any confusion that means, I loaded the qrs both with it checked and with it unchecked, but each time, I reloaded the png image file.
So it wouldn't get scrambled (When it's being displayed inside of ptc utilities)
I'm assuming that if it's not scrambled inside ptcutilities it won't be scrambled inside of petit computer as long as I have the sizing right.
I don't know what's going on with this. http://imgur.com/IkBQlvK
Load in all the QRS and run it, then try to help me figure out the issue.
I don't think it's related to how I'm exporting my sprites that doesn't make sense since I tried every way possible already.
Read the code here: http://pastebin.com/E1qxGDn8
Also, in this version link can now move in all four directions. HOORAY!
Here is converter program that arranges your LINKSWOR sprite into correct 32x32 format.
'this converter will load
'sprite into SPU0 BANK.
'and will create arranged
'for 32x32 size sprites on
'SPU1 bank. after converting,
'save SPU1 bank. then use it
'in your game.
'this program will convert to
'32x32 only. other size will
'require different rearrange
'order.
'load sprite into SPU0 bank.
SYSBEEP=0 'load sound off.
LOAD "SPU0:LINKSWOR",0
SYSBEEP=1 'sound back on.
'(left sprite)
'here is original sprite.
'from sprite bank 0
SPSET 0,0,0,0,0,0,32,32
SPOFS 0,0,0
SPANIM 0,6,20
?
?" ← Original"
?
?" Rearranged →"
?
'(right sprite)
'this is rearranged sprite
'from sprite bank 1
SPSET 1,64,0,0,0,0,32,32
SPOFS 1,128+8,0
SPANIM 1,6,20
'there are 16 '32x32' size
'sprites per sprite bank.
'rearrange one sprite at a
'time. repeat 16 times.
FOR J=0 TO 15 '16 sprites
'32x32 size sprite is made
'with 16 8x8 size tile pieces.
'simply, pick up piece from
'original sprite and put it
'into another sprite bank in
'correct order.
FOR I=0 TO 15 '16 tiles
'read original sprite piece
CHRREAD("SPU0",J*16+I),A$
'put it in correct order
'in another bank.
'in this case, spu1.
CHRSET "SPU1",J*16+ARRANGE(I),A$
NEXT
NEXT
'save the correct result on
'SPU1 bank then use it in
'your game.
SAVE "SPU1:LINKSWO_"
it will load LINKSWOR into SPU0 sprite bank.
then create rearranged one into SPU1 sprite bank.
save arranged result on SPU1 bank and use it in your game.
*for information about how different sized sprites are accessed internally, go to help menu, "37 - Basic Sprite section", "Rules for Storing Sprites"
That's great! Do you mind reposting this in Tutorial thread? I'm sure lots of people will appreciate it. Thanks.
what do you mean by the pallate doesnt work on that one? and for your other question ive never run into that problem before, at least now i know what to do so thanks @ChangeV.
The colors are all messed up. The graphics look RIGHT but it's using the wrong colors now for link swinging his sword.
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
what do you mean by the pallate doesnt work on that one? and for your other question ive never run into that problem before, at least now i know what to do so thanks @ChangeV.
The colors are all messed up. The graphics look RIGHT but it's using the wrong colors now for link swinging his sword.
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
what do you mean by the pallate doesnt work on that one? and for your other question ive never run into that problem before, at least now i know what to do so thanks @ChangeV.
The colors are all messed up. The graphics look RIGHT but it's using the wrong colors now for link swinging his sword.
your sword swing sprite is using different color than old walking one.
and you only included old palette.
you will probably need to re-import image and make new palette.
and guys, i'm not done YET with PTC, just takin a break. too much freakin homework!!!!!! I will still use it though!!!! I'm sorry but im way too busy!!!! In the words of Arnold Schwarzennegger in Terminator, ILL BE BACK
Python, C/C++, Lua, Ruby rule (java is too complex lol)
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