FluffyPanda posted on Mar 31 2006 at 10:08 AM said:Hmmm... I don't seem to be able to find a way to join the project. Not a great start from me...
Can you tell me what kind of trouble you're having?
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FluffyPanda posted on Mar 31 2006 at 10:08 AM said:Hmmm... I don't seem to be able to find a way to join the project. Not a great start from me...
I believe Pokeparadox is not using the SDL library. I think he said he's using the minimal library.Dimacus posted on Mar 31 2006 at 09:38 AM said:So what libaries are we going to use? (personally i vote on SDL, since i know that libary and it got good support for ogg music along with SDL_Mixer).
We are still is the very early stages so it's no where near too late.Dimacus posted on Mar 31 2006 at 01:22 AM said:I hope it's not too late to hop along on this project!
Anyway, I have some codeing experience using c/c++ (w. SDL for grapics and sound).
And I would also like to know (like FluffyPanda) if this is going to be like Diabloish or pre FinalFantasy VII style (like Y's I&II).
I should hope that it will take a lot less than that. We'll probably load each tile into memory and index into that.bigtrouble77 posted on Mar 31 2006 at 03:09 PM said:So the next best option is to use ogg's. It's critical that I have confirmation that the proposed map sizes and music won't take up more memory than the gp2x can handle. I'm not a programmer so my logic may be flawed, but the map size of 3500x2400 8bit bmp only takes up about 7mb.
hrm. Pokeparadox made a special win32 build for me because I don't have my gp2x yet. It worked perfectly fine. You might want to PM him.Dimacus posted on Mar 31 2006 at 02:45 PM said:Have anyone tested the newest version of the source?
I only get a black screen when i try to run it.
I then added some debugging and concluded that the program dosn't reach main!?
it compiles just fine, i haven't forgoten the bmp file either.
anyone have any ideas?
FluffyPanda posted on Mar 31 2006 at 02:26 PM said:Might just be me being dumb. I login, go to "all projects", click on "adventureRPG2X" and then I'm kind of expecting a "join this project" button or something.
If there isn't one then just ignore me. I can browse the source, edit the wiki and so on, so everything is probably condition: normal.
FluffyPanda posted on Mar 31 2006 at 02:35 PM said:I should hope that it will take a lot less than that. We'll probably load each tile into memory and index into that.bigtrouble77 posted on Mar 31 2006 at 03:09 PM said:So the next best option is to use ogg's. It's critical that I have confirmation that the proposed map sizes and music won't take up more memory than the gp2x can handle. I'm not a programmer so my logic may be flawed, but the map size of 3500x2400 8bit bmp only takes up about 7mb.
It should only be necessary to keep an area slightly larger than 320x240 assembled in memory to help with scrolling.
Actually, the tiles are 20x20. Making the tiles 8x8 would really be tedious. I could do 10x10, I'd just have to slice things up a bit.yaustar posted on Apr 5 2006 at 03:26 AM said:Looking good, I find it kind of odd that you are using 10x10 etc rather then the standard 8x8 etc sizes.. any particular reason out of interest?
Well, the whole point of having tiles is that you use them multiple times. So, usually two bytes is enough to specify each tile (just an index into a tile table).bigtrouble77 posted on Apr 7 2006 at 04:18 PM said:- 2400x800 = 300 tiles x 100 tiles = 30,000 tiles in the level 1 tile = 64 bytes
- 30,000 tiles x 64 bytes = 1920000 bytes = approximately 2 Megs for one level!