Deleted
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Post by Deleted on Jul 10, 2021 2:38:41 GMT
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Post by Galahad on Jul 10, 2021 13:37:34 GMT
I left you some source code in C and Basic and a link to try this out when you feel ready.Keep in mind that game programming knowledge is universal from one language to another.I recommend you learn Blitz Basic because it's easy to create games with,you'll learn arrays,functions ect and can transfer that knowledge over to C easily.
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Post by Galahad on Jul 10, 2021 13:57:35 GMT
Blitz Basic Functions
Function Do_SpecciesXYDivide32() tmpx = SpecciesX/32 tmpy = SpecciesY/32 End Function
Lua Functions
Function Do_SpecciesXYDivide32() tmpx = SpecciesX/32 tmpy = SpecciesY/32 End
C Functions
Do_SpecciesXYDivide32() { tmpx = SpecciesX/32 tmpy = SpecciesY/32 }
Even if you don't choose C to learn with,the knowledge you learn is transferable to all others
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Deleted
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Post by Deleted on Jul 11, 2021 15:35:57 GMT
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titan
Deep Blooper
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Post by titan on Jul 27, 2021 17:20:22 GMT
How's it going shmglsky,slow but steady?
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Post by Galahad on Jul 27, 2021 17:22:29 GMT
Wrong account again,Paul can you ban that account?
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Deleted
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Post by Deleted on Jul 29, 2021 0:01:14 GMT
I'm on lesson 5. When I finish those, I plan on printing off and reading everything on archaic pixels. Then I'll see where I'll go from there.
On a side note, I actually find assembly fun. The problem is when they hit you with the kitchen sink, instead of getting straight into the actual programming.
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Post by Galahad on Jul 30, 2021 16:11:52 GMT
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Post by Galahad on Oct 31, 2021 2:06:13 GMT
How is your progress going?I'm doing another port of a puzzle game,you're welcome to my source code.
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Post by Galahad on Oct 31, 2021 2:13:34 GMT
This is a lot of fun also and would make a good pc engine port.Player needs to use all three characters to complete levels,I don't think we've seen anything like that on pc engine before.
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Deleted
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Post by Deleted on Nov 3, 2021 12:42:33 GMT
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Deleted
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Post by Deleted on Nov 3, 2021 12:49:25 GMT
How is your progress going?I'm doing another port of a puzzle game,you're welcome to my source code.
That looks interesting! How does it work? As for the programming, I did get through most of those tutorials, but then the fires happened over the summer, and I just had to give my eyes a break from computer screens because of all the smoke. Caught the collector's bug afterwards and splurged doing that.
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pokun
Gun-headed
Posts: 85
Homebrew skills: HuC6280 assembly
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Post by pokun on Nov 3, 2021 19:57:47 GMT
but honestly, I don't think programming is for me. I was going through it again, but I don't just get palettes, and I have to understand everything, I mean really understand it--not just simply read it and follow the instructions. I know, of course, what a palette is if we're talking about a graphics editor like aesprite or an actual artist's palette, but if we've changed colour 1 to white in tutorial 1 why do we need a palette if we're not using multiple colours? To me that's what a palette is. Maybe I'm stuck thinking about it in non-computer terms. But thanks for checking up on me. I appreciate it. It's not something you can understand all at once, you will have to go through it many times, and understanding it in small steps.
The tutorial probably only changed a single color for simplicity's sake. Normally you would use multiple colors. But you can't just ignore the palette even if you only need 1 color, the PC-Engine (and pretty much all other consoles and computers of the time) is designed to use a palette to reduce the amount of memory and time required. If every BG character or sprite would be able to use any of the 512 possible colors on the PC-Engine, VRAM would have to be much larger than it is, and you would have much more data to update every frame, greatly reducing the time you would have left to do other things. BG characters and sprites are also techniques for reducing the required time and memory for similar reasons.
Chis Covell's tutorial is good, but I think he assumes you already know 6502 no? If it's too hard, you might want to learn it from a book or dedicated 6502 tutorial first. I learned it from the good old Nerdy Nights, it's very good for beginners but it's also very NES focused.
Also if you are still looking for a way to convert graphics to PC-Engine's format, I recommend Optiroc's superfamiconv, it has PC-Engine support among other systems. I use Gimp (with settings changed to be suitable for pixelart) to draw graphics with in an indexed PNG format and superfamiconv to convert them to the native format as part of the build script (BAT file).
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Deleted
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Post by Deleted on Nov 3, 2021 22:44:03 GMT
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Post by spenoza on Nov 3, 2021 23:43:18 GMT
Think of palettes this way: do you remember color by numbers? You have a picture with different sections represented by numbers, maybe 1-7. The palette is the set of crayons or paints that comes with the paint by numbers kit. The picture you’re painting doesn’t have any color to it, just a number that refers to a color in that palette.
Now here’s where the analogy breaks… your on-screen image is made up of paint by number tiles and sprites. And you can only have so many palettes stored in memory and managed by the PCE. But if you change a color in a palette all the objects that use that same palette are repainted to reflect that change. So sure, you can change just one color in a palette, but then every other sprite or tile that uses that same palette will also pick up that color change. So the goal is to have all your colors organized in advance into palettes and all your sprites and tiles set up so that you don’t have to mess with anything unless you need to for some cool special effect.
I hope that explanation didn’t make it worse.
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