clth Posted November 20, 2019 Share Posted November 20, 2019 (edited) Hi, i've been occasionally working few months on DM styled dungeon crawler. Kind of fed up with it so time to take a break and post results :). There is lot to improve in terms of size and speed but it did come out quite nicely i think. game.obx Edited August 2, 2020 by clth updated program fle 16 Quote Link to comment Share on other sites More sharing options...
Justin Payne Posted November 20, 2019 Share Posted November 20, 2019 Looks great! What's becoming a struggle for you? 1 Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 (edited) 12 minutes ago, Justin Payne said: Looks great! What's becoming a struggle for you? It is character mode based and there was needed lot of preprocessing of tiles, choosing right view size, scene grid etc for it to look good and still have room for other content than wall tiles. There was already several iterations and every one needed custom fitting which easily becomes chore. Slowly approaching fun part of it i hope Edited November 20, 2019 by clth typos Quote Link to comment Share on other sites More sharing options...
Justin Payne Posted November 20, 2019 Share Posted November 20, 2019 Well, keep at it. I look forward to playing it. Did you design a map builder program or are you doing it by hand? Quote Link to comment Share on other sites More sharing options...
+David_P Posted November 20, 2019 Share Posted November 20, 2019 Looks really good! Have you considered using a narrow playfield for the display? With a display area that's 32 bytes wide, some transformations / calculations might be easier and faster. Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 5 minutes ago, Justin Payne said: Well, keep at it. I look forward to playing it. Did you design a map builder program or are you doing it by hand? Actually using TILED - https://www.mapeditor.org/ ,trying to offload as much work possible to existing tools. Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 2 minutes ago, David_P said: Looks really good! Have you considered using a narrow playfield for the display? With a display area that's 32 bytes wide, some transformations / calculations might be easier and faster. Not sure what you mean. It is basically text mode with hardcoded charsets - nothing here to transform/calculate. Quote Link to comment Share on other sites More sharing options...
Justin Payne Posted November 20, 2019 Share Posted November 20, 2019 (edited) Would it help if you had other contribute maps. Also, does the game have any sort of story? Edited November 20, 2019 by Justin Payne Quote Link to comment Share on other sites More sharing options...
FifthPlayer Posted November 20, 2019 Share Posted November 20, 2019 It looks like the players and missiles are available to render content items in addition to wall tiles. Quote Link to comment Share on other sites More sharing options...
popmilo Posted November 20, 2019 Share Posted November 20, 2019 7 hours ago, clth said: Hi, i've been occasionally working few months on DM styled dungeon crawler. Kind of fed up with it so time to take a break and post results :). There is lot to improve in terms of size and speed but it did come out quite nicely i think. game.obx 19.47 kB · 11 downloads Looks good ! Please finish it We need more rpgs on atari. 1 Quote Link to comment Share on other sites More sharing options...
ilmenit Posted November 20, 2019 Share Posted November 20, 2019 (edited) Looks amazing! Btw, if you are curious how Dungeon Master maps and data structures are organized in original game, there is a lot on the DM fan page e.g. http://dmweb.free.fr/?q=node/217 Btw, the game.obx when executed shows wrongly rendered display for me. Edited November 20, 2019 by ilmenit Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 9 minutes ago, ilmenit said: Looks amazing! Btw, if you are curious how Dungeon Master maps and data structures are organized in original game, there is a lot on the DM fan page e.g. http://dmweb.free.fr/?q=node/217 Btw, the game.obx when executed shows wrongly rendered display for me. Hi, can you please post screenshot of wrongly rendered screen and/or steps to reproduce? Thanks! Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 12 hours ago, Justin Payne said: Would it help if you had other contribute maps. Also, does the game have any sort of story? Yes, there is this possibility but bit too early for that. Also, there is no story - still kinda trying out if i can get features planned done. Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 9 hours ago, FifthPlayer said: It looks like the players and missiles are available to render content items in addition to wall tiles. Yep, just not sure how use them. I dont know much about atari hardware but presented width of 8 pixels makes them very limiting and unusable for me. Quote Link to comment Share on other sites More sharing options...
ilmenit Posted November 20, 2019 Share Posted November 20, 2019 1 hour ago, clth said: Hi, can you please post screenshot of wrongly rendered screen and/or steps to reproduce? Thanks! This is how it looks like when executed in Altirra (different settings produce the same results). 2 Quote Link to comment Share on other sites More sharing options...
Bill Lange Posted November 20, 2019 Share Posted November 20, 2019 I was a play-tester on a Palm Pilot game called Dragon Bane II that had this look back in the early 2000s. http://www.mythological.com/db2.htm Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 10 minutes ago, Bill Lange said: I was a play-tester on a Palm Pilot game called Dragon Bane II that had this look back in the early 2000s. http://www.mythological.com/db2.htm Looks nice though i cant get anywhere near that visuals I've got somewhere my my palm T2, there were some nice RPGs on palm for sure. Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 (edited) 4 hours ago, ilmenit said: This is how it looks like when executed in Altirra (different settings produce the same results). Thank you, reproduced just fine. Looks like DLI timing issue, should be fixed in file on first post. Edited November 20, 2019 by clth 1 Quote Link to comment Share on other sites More sharing options...
ilmenit Posted November 20, 2019 Share Posted November 20, 2019 Looks as a really good start for DM game! What language do you use? The drawing is fast for fluent move but slow enough to require a double buffering. I really like how you organized the graphics to fit the byte boundaries. Quote Link to comment Share on other sites More sharing options...
clth Posted November 20, 2019 Author Share Posted November 20, 2019 (edited) 16 minutes ago, ilmenit said: Looks as a really good start for DM game! What language do you use? The drawing is fast for fluent move but slow enough to require a double buffering. I really like how you organized the graphics to fit the byte boundaries. It is done in Mad Pascal but except DLI routine there is nothing written in assembler so i believe there is lot of room to improve and make scene drawing almost unnoticeable even without double buffering. What will be bit of a challenge is to get on screen at most 6(2x3) 4-directional enemy sprites. Edited November 20, 2019 by clth Quote Link to comment Share on other sites More sharing options...
+Philsan Posted November 20, 2019 Share Posted November 20, 2019 Very nice and fast, keep up the good work! Quote Link to comment Share on other sites More sharing options...
+Philsan Posted November 20, 2019 Share Posted November 20, 2019 2 hours ago, Bill Lange said: I was a play-tester on a Palm Pilot game called Dragon Bane II that had this look back in the early 2000s. http://www.mythological.com/db2.htm In fact black and white version graphics reminds Atari attempt. Stores don't work. Is it available for free now? 1 Quote Link to comment Share on other sites More sharing options...
Bill Lange Posted November 20, 2019 Share Posted November 20, 2019 I don't think Dragon Bade II hasn't been available for a very long time. There are some tools and other ideas on the site that might be useful. Quote Link to comment Share on other sites More sharing options...
ilmenit Posted November 21, 2019 Share Posted November 21, 2019 (edited) 12 hours ago, clth said: It is done in Mad Pascal but except DLI routine there is nothing written in assembler so i believe there is lot of room to improve and make scene drawing almost unnoticeable even without double buffering. What will be bit of a challenge is to get on screen at most 6(2x3) 4-directional enemy sprites. Is it because of the 128 chars in font set? Don't you use different font sets in different lines, changed in DLI? For speed up of drawing, if you use multiplication (*40 for screen pos) I recommend a lookup table. In my project written in C for drawing I use: // mul_lookup40 for mul [0,23] #define SetChar(x,y,a) video_ptr[(x)+mul_lookup40[(y)]]=(a); unsigned mul_lookup40[] = { 0, 40, 80, 120, 160, 200, 240, 280, 320, 360, 400, 440, 480, 520, 560, 600, 640, 680, 720, 760, 800, 840, 880, 920 }; Edited November 21, 2019 by ilmenit 1 Quote Link to comment Share on other sites More sharing options...
clth Posted November 21, 2019 Author Share Posted November 21, 2019 56 minutes ago, ilmenit said: Is it because of the 128 chars in font set? Don't you use different font sets in different lines, changed in DLI? For speed up of drawing, if you use multiplication (*40 for screen pos) I recommend a lookup table. In my project written in C for drawing I use: // mul_lookup40 for mul [0,23] #define SetChar(x,y,a) video_ptr[(x)+mul_lookup40[(y)]]=(a); unsigned mul_lookup40[] = { 0, 40, 80, 120, 160, 200, 240, 280, 320, 360, 400, 440, 480, 520, 560, 600, 640, 680, 720, 760, 800, 840, 880, 920 }; Yes, at this moment 7 charsets with varying height and all are already 40-50% full. With 4-directional 9*9 tiles big is impossible to have enemy sprites in charset more than few at once. Only option is to have reserved tiles in charset and and copy to them from normal memory as needed - which could be quite bottleneck. Having various premade tables is definitely way to go, already doing so alot. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.