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 Post subject: Re: Project A-RPG
PostPosted: Wed Oct 26, 2016 11:55 am 
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Joined: Wed May 19, 2010 6:12 pm
Posts: 2281
I'm still wondering why it takes 40%. None of the stuff you mentioned sounds too complicated.

Wait? It runs at 40% with 1 sprite, 50% with 4 sprites. There must be some kind of BG compression going on.


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 Post subject: Re: Project A-RPG
PostPosted: Wed Oct 26, 2016 1:08 pm 
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Joined: Sun May 11, 2014 8:36 am
Posts: 77
Location: France
Quote:
I'm still wondering why it takes 40%. None of the stuff you mentioned sounds too complicated.

one 'sprite' of 32x32 = 4 sprite of 16x16
one 'sprite' of 48x48 = 1 sprite of 32x32 + 5 sprite of 16x16
(The 32x32 are optimized, the 48x48 is not optimized)

I looked more closely.
calculating the scrolling is 10% (I made the calculation even if the camera does not move).
10% for draw 3 monsters 48x48
8% for 3 monsters collision/IA/animation

text 2-3%
zorder 3%
one hero 5-6%
clear OAM 1-2%

Of course these are approximate + other thing that I have not taken into account.


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 Post subject: Re: Project A-RPG
PostPosted: Wed Oct 26, 2016 3:11 pm 
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Joined: Wed Jul 09, 2008 8:46 pm
Posts: 234
Kannagi wrote:
Here is the github, although the driver is not finished but it can play music for the moment with 8 channels.
I think Implement a volume for each channel.
https://github.com/Kannagi/Super-Kannagi-Sound

When it is finished, it will also have me do a documentation of the use of my driver.


I'll guess this is the reason why the .sh files don't exist yet (and that automatically means I should be able to execute them on my end without much trouble... and I can get a new version of WLA DX on the fly if I want to manually compile this).

If you want, I can e-mail you some feedback. I've already noticed some things about the code while attempting to document the format in its current state.


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 Post subject: Re: Project A-RPG
PostPosted: Thu Oct 27, 2016 5:33 am 
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Joined: Sun May 11, 2014 8:36 am
Posts: 77
Location: France
Sorry forgot the .sh.

Quote:
If you want, I can e-mail you some feedback. I've already noticed some things about the code while attempting to document the format in its current state.

yes, you can email me ;)


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 Post subject: Re: Project A-RPG
PostPosted: Sat Oct 29, 2016 1:12 pm 
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Joined: Wed May 19, 2010 6:12 pm
Posts: 2281
Couldn't you double the max amount of characters if it only takes about 6% per character?


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 Post subject: Re: Project A-RPG
PostPosted: Sun Oct 30, 2016 4:03 am 
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Joined: Sun May 11, 2014 8:36 am
Posts: 77
Location: France
Yes of course, the final game will be with 2 character + 1 summon + 3 enemy.
For cities / villages will be 2 character and 9 villagers.

I want to avoid 3 player , in Secret of Mana the last character was often blocked by walls or other.

For to fight I can not add more, I don't have enough palette for more enemy.
2 palette for players
1 palette for summon
3 palette for enemy
1 palette for weapons
1 for hit/magic


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