WARNING - With the new update coming, the map size has been quadrupled. This causes a lot of lag (about as much as 8x8 textures on high quality with the old update), so PLEASE do not use 16x16 textures on high quality with the new update! It is a death sentence for your DS! o_O
When you release the update that adds that i guess i'll have to see how laggy it is. Sorry i even said anything about the blocks being too big,its just that,you can't really make houses or stuff like that with the size of those blocks! For the update that makes the blocks smaller you should probably make the name a little different so we'll be able to play the really laggy version and the less laggy version.
Just an idea of how badly 16x16 on HQ would lag your game, it puts 8,192 pixels on the screen per frame at some points, each pixel using GFILL followed by a complex formula. Yikes!
If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.
WARNING - With the new update coming, the map size has been quadrupled. This causes a lot of lag (about as much as 8x8 textures on high quality with the old update), so PLEASE do not use 16x16 textures on high quality with the new update! It is a death sentence for your DS! o_O
When you release the update that adds that i guess i'll have to see how laggy it is. Sorry i even said anything about the blocks being too big,its just that,you can't really make houses or stuff like that with the size of those blocks! For the update that makes the blocks smaller you should probably make the name a little different so we'll be able to play the really laggy version and the less laggy version.
Don't worry about different versions of Raycraft. I'm gonna do what @Bluerobin2 suggested.
@IamAPerson give an option that allows you to customize the size of the world.
If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.
Ugh, I had a slight problem these past few days when adding back in the audio for the demo coming soon. I kept getting Illegal MML errors, and spent a good portion of a day trying to find out what the problem was with the MML. Kept comparing the data to see if something went wrong with my compiling procedure, but it turned out that I was grabbing from a WIP version of my MML data and not the more recent (and frankly, correct) version that was available in the Audio Player back in November. Demo still set for the 18th at the latest.
If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.
If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.
@randomous is it possible to change your house location in Village without manually editing the GRP?
If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.
@IAmAPerson620 Yes, there's an item called the "House Mover" which teleports your house to the spot you're facing when you use it. It's expensive though... I might think about lowering the price. Hey, have you ever looked at the GRP save file? It looks pretty cool.
Also, working with GRPs isn't that hard! You use each pixel on the GRP as a spot to store a number. The number can only range from 0-255, so that could be the hard part (if you trying to store larger numbers). Then you just have to keep track of where you want to save stuff, and write a pixel (GPSET X,Y,COLOR) of a certain color at the spot you chose. Later, you can come back to the GRP and use GSPOIT(X,Y) to read the color you stuck there. It's just a number, so you can use it directly. Here's an example:
I want to save an item in your bag. Each item's value can only range from 0-255, so that's easy. Let's say I start the bag right at the top left, which is 0,0. If I wanted to save the first item in the bag, I'd just do
GPSET 0,0,ITEMID
Where ITEMID is just the value that represents the item. Later, I might want to load your bag from the save file. I'd just do:
THEITEM=GSPOIT(0,0)
And now I got the value I stored in the GRP. If you just keep track of where you store stuff, you're golden! Oh, and if you don't want the save file to show up while you're loading/saving, you can draw it on one of the "back screens" like this:
GPAGE 1,3,1
LOAD "GRP:WHATEVER"
'<Read the data>
GPAGE 1,1,1
The first GPAGE command says that we're going to use the bottom screen (1), we're going to draw on screen 3 (hidden), and we're going to look at screen 1 (the bottom screen). Then when we load and read, we're using the hidden screen 3 while showing the user the regular lower screen. Finally, we put everything back to normal with GPAGE 1,1,1. This says "use the bottom screen, draw on the bottom screen, and show the bottom screen", which is the same as you're always used to.
@IAmAPerson620 Yes, there's an item called the "House Mover" which teleports your house to the spot you're facing when you use it. It's expensive though... I might think about lowering the price. Hey, have you ever looked at the GRP save file? It looks pretty cool.
Also, working with GRPs isn't that hard! You use each pixel on the GRP as a spot to store a number. The number can only range from 0-255, so that could be the hard part (if you trying to store larger numbers). Then you just have to keep track of where you want to save stuff, and write a pixel (GPSET X,Y,COLOR) of a certain color at the spot you chose. Later, you can come back to the GRP and use GSPOIT(X,Y) to read the color you stuck there. It's just a number, so you can use it directly. Here's an example:
I want to save an item in your bag. Each item's value can only range from 0-255, so that's easy. Let's say I start the bag right at the top left, which is 0,0. If I wanted to save the first item in the bag, I'd just do
GPSET 0,0,ITEMID
Where ITEMID is just the value that represents the item. Later, I might want to load your bag from the save file. I'd just do:
THEITEM=GSPOIT(0,0)
And now I got the value I stored in the GRP. If you just keep track of where you store stuff, you're golden! Oh, and if you don't want the save file to show up while you're loading/saving, you can draw it on one of the "back screens" like this:
GPAGE 1,3,1
LOAD "GRP:WHATEVER"
'<Read the data>
GPAGE 1,1,1
The first GPAGE command says that we're going to use the bottom screen (1), we're going to draw on screen 3 (hidden), and we're going to look at screen 1 (the bottom screen). Then when we load and read, we're using the hidden screen 3 while showing the user the regular lower screen. Finally, we put everything back to normal with GPAGE 1,1,1. This says "use the bottom screen, draw on the bottom screen, and show the bottom screen", which is the same as you're always used to.
Thanks for explaining! It should be much more compact now to save worlds for Raycraft!
If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens.
@IAmAPerson620 Yes, there's an item called the "House Mover" which teleports your house to the spot you're facing when you use it. It's expensive though... I might think about lowering the price. Hey, have you ever looked at the GRP save file? It looks pretty cool.
Also, working with GRPs isn't that hard! You use each pixel on the GRP as a spot to store a number. The number can only range from 0-255, so that could be the hard part (if you trying to store larger numbers). Then you just have to keep track of where you want to save stuff, and write a pixel (GPSET X,Y,COLOR) of a certain color at the spot you chose. Later, you can come back to the GRP and use GSPOIT(X,Y) to read the color you stuck there. It's just a number, so you can use it directly. Here's an example:
I want to save an item in your bag. Each item's value can only range from 0-255, so that's easy. Let's say I start the bag right at the top left, which is 0,0. If I wanted to save the first item in the bag, I'd just do
GPSET 0,0,ITEMID
Where ITEMID is just the value that represents the item. Later, I might want to load your bag from the save file. I'd just do:
THEITEM=GSPOIT(0,0)
And now I got the value I stored in the GRP. If you just keep track of where you store stuff, you're golden! Oh, and if you don't want the save file to show up while you're loading/saving, you can draw it on one of the "back screens" like this:
GPAGE 1,3,1
LOAD "GRP:WHATEVER"
'<Read the data>
GPAGE 1,1,1
The first GPAGE command says that we're going to use the bottom screen (1), we're going to draw on screen 3 (hidden), and we're going to look at screen 1 (the bottom screen). Then when we load and read, we're using the hidden screen 3 while showing the user the regular lower screen. Finally, we put everything back to normal with GPAGE 1,1,1. This says "use the bottom screen, draw on the bottom screen, and show the bottom screen", which is the same as you're always used to.
Thanks for explaining! It should be much more compact now to save worlds for Raycraft!
Oh wow this is cool!
Even I understand using GRP files now. I realize now that the GRP only has a 255 color pallete where I was thinking I'd have to write the individual color bits or convert the color code (RGB) to a value of bytes and then write them one by one and calculate an offset.
It's alot simpler than I thought. This might give me a better way to manipulate GRP files infact. :3 But I think saving and loading might take a while.
how long does it take to write a full size GRP file to the ds?
and how long does it take also to SEND a GRP file via the send feature?
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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 Sending a GRP is pretty variable, but it takes a few seconds (probably 10 at most). Saving and loading a full GRP... err, if you want an absolutely solid example, go get my program QuikNote and just make scribbles until you use up all your ink. Then save your file, and you can actually watch the entire GRP being written and saved. Then just load the file (using QuikNote) to see how long it takes to read all the data (it's a slightly different amount of time).
I made it long ago but I couldn't share it then. It adds your song (which is credited to "CJ" (I don't remember where I got that from, but I hope it's right!) in the main screen) and fixes some misspellings and bugs the game had. I think.
As in a cursor scrolling up and down from the text that I print. Apocalypse Rising needs one, because I will have options for a main menu. That being:
New Game
Load Game
Exit
I was going to put Multiplayer under development in, but not since real time is impossible. Too bad, that would have been really fun...
And at the rate PTC is going, I don't think it will die for a long time. I refused to believe it will die at all at first, but i thought about it and now I know someday it will. Just not today. Or tomorrow. Or the next day. Or the next day. (Lol)
I can help XD. I'm too lazy to go get my Dsi that is about 36 feet away from me,so I will post from memory @BEGIN
SEL=0:SELY=10
'blah blah blah, your text and whatever"
B=BUTTON(1)
LOCATE 10,SELY:?"whatever you want for a cursor"
IF B AND 3 THEN SEL=!SEL:SELY=SEL+10
IF !SEL AND B==16 THEN GOTO @WHEREVER
IF SEL AND B==16 THEN GOTO @THELANDOFOZ (XD)
VSYNC 1
GOTO @BEGIN
Now,two things.This is for if you have two choices.Frankly,I don't know why you need the EXIT, but hey!! it's your program .Also,I had already had a function before this, so that is where I put SEL=0 and SELY=10. Maybe it might work,idk. Hopefully this helps
I don't have a 3DS so what do I put here? -Damolii
Technically, you can store bigger numbers than 255 into GRPs, so long as you know when and where these instances occur. For example, if you knew the order of data would be <byte,short,byte,byte,short,short> (for those that don't know what a "short" is, it's basically 2 bytes that form a greater range than a single byte would grant), you'd read them one by one, but in the instances where you knew where the shorts are, you'd read an extra byte, and combine the results together, like (1stByte + (2ndByte*256)). You can even go higher than that with 3 bytes, but the main problem with that is the limit to how big your whole numbers can be, so you couldn't get quite 3 bytes worth for a single whole number. More like 2.3 bytes. With this, you can also deal with strings in GRPs. What I do is I store the length of the string first, then convert each character in the string to byte values. When I read, I read the "length" byte, and then read the characters one by and convert it all back to strings.
My MM2 Audio Player back from November did this to an odd extent, but I have since refined the method. I'll be happy to provide those functions when I get home.
@Morhptorok Awesome! Would you like me to update your wiki page for you? And yes, that's my name; thank you so much for including the song!
Edit: @Discostew I know you can store larger numbers, I just didn't feel like explaining it lol. I'm glad you're willing to! For instance, I store people's money on Village as 3 bytes (I'm not stressed for space or anything, so I'm willing to use the extra byte just for a few bits)
Technically, you can store bigger numbers than 255 into GRPs, so long as you know when and where these instances occur. For example, if you knew the order of data would be <byte,short,byte,byte,short,short> (for those that don't know what a "short" is, it's basically 2 bytes that form a greater range than a single byte would grant), you'd read them one by one, but in the instances where you knew where the shorts are, you'd read an extra byte, and combine the results together, like (1stByte + (2ndByte*256)). You can even go higher than that with 3 bytes, but the main problem with that is the limit to how big your whole numbers can be, so you couldn't get quite 3 bytes worth for a single whole number. More like 2.3 bytes. With this, you can also deal with strings in GRPs. What I do is I store the length of the string first, then convert each character in the string to byte values. When I read, I read the "length" byte, and then read the characters one by and convert it all back to strings.
My MM2 Audio Player back from November did this to an odd extent, but I have since refined the method. I'll be happy to provide those functions when I get home.
Yes please! thank you. That would all be very helpful for my LTTP remake.
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
@Discostew I just reread your comment and found something interesting (or at least I think it is). You store your data as little endian (assuming you do it the way you stated), but I store mine as big endian. It's funny how we just kind of pick one...
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