phoboz Posted December 23, 2022 Share Posted December 23, 2022 (edited) 5 hours ago, Gemintronic said: @NinjabbaWhat's your strategy for animating background tiles? Trying to work up the gumption to make a scrolling engine for RPGs myself. A tilemap usually refers to some kind of tile database (each entry in the database points to a small image). As the screen is automatically refreshed each frame, animating a tile is only about changing the content in the tile database (e.g. the poniter to the bitmap). Even if the whole screen is filled with an animated tile, you only need to chagne one pointer in the database. If you have many different tiles in the tile database, it will require some processing power to go trough all the entries in the database (to see which ones are animated). So usually I only animate a few tiles on fixed locations in the tile database. For example in Kings if Edom, there was only one animated tile type on each level. PS. Note that the Jaguar does not have hardware tilemap support, like Nintendo, SEGA and NEC consoles. So you have to implement the function that refresh the tilemap on the screen yourself. We had to make that run on the GPU, as it would take 70% of the refresh cycle to run it on the 68000. For the GPU it takes less than 10% of the refresh cycle. Edited December 23, 2022 by phoboz 2 2 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted December 23, 2022 Share Posted December 23, 2022 8 hours ago, Gemintronic said: @NinjabbaWhat's your strategy for animating background tiles? Trying to work up the gumption to make a scrolling engine for RPGs myself. RAPTOR has built in Tilemap functions that can handle fullscreen, partial screen, and multi-split screen scrolling. 5 2 Quote Link to comment Share on other sites More sharing options...
PFG 9000 Posted December 24, 2022 Share Posted December 24, 2022 18 hours ago, Ninjabba said: Holy crap you guys. That's looking absolutely great. The pixel art especially is top-notch. WT2 is really coming together. 4 Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted December 24, 2022 Author Share Posted December 24, 2022 14 hours ago, phoboz said: A tilemap usually refers to some kind of tile database (each entry in the database points to a small image). As the screen is automatically refreshed each frame, animating a tile is only about changing the content in the tile database (e.g. the poniter to the bitmap). Even if the whole screen is filled with an animated tile, you only need to chagne one pointer in the database. @Gemintronic I can confirm I use the same strategy on the Atari Lynx for Wyvern Tales 1. 1 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted January 5, 2023 Share Posted January 5, 2023 On 12/23/2022 at 9:07 PM, phoboz said: PS. Note that the Jaguar does not have hardware tilemap support, like Nintendo, SEGA and NEC consoles. So you have to implement the function that refresh the tilemap on the screen yourself. We had to make that run on the GPU, as it would take 70% of the refresh cycle to run it on the 68000. For the GPU it takes less than 10% of the refresh cycle. You can kindly ask the OP to draw and scroll tilemaps pretty nicely. 1 Quote Link to comment Share on other sites More sharing options...
phoboz Posted January 5, 2023 Share Posted January 5, 2023 (edited) 55 minutes ago, agradeneu said: You can kindly ask the OP to draw and scroll tilemaps pretty nicely. The OP does the actual drawing, but you need something else to read the tilemap data and to determine which tiles to draw in the viewport window. This is a memory access intense operation, so having the 68000 locking up, and waiting for the bus is not a good idea (it works, but you will not have many cycles left for the game logic) Smaller tilesizes will make this more obvious. For 32x32 tiles need 70 memory lookups, for 16x16 tiles you need 260 memory lookups (per frame). Provided that the viewport is 320x208 pixels. PS. This is also why I am a little bit sceptical against those who push the boundaries of the Jaguar with a visual demo. Once you add collision detection, and some convincing game logic you may not be able to have a game that looks like the visual demo did. Edited January 5, 2023 by phoboz Quote Link to comment Share on other sites More sharing options...
agradeneu Posted January 5, 2023 Share Posted January 5, 2023 (edited) 1 hour ago, phoboz said: The OP does the actual drawing, but you need something else to read the tilemap data and to determine which tiles to draw in the viewport window. This is a memory access intense operation, so having the 68000 locking up, and waiting for the bus is not a good idea (it works, but you will not have many cycles left for the game logic) Using the 68K for gfx actually means you have some room for improvement, possibly Edited January 5, 2023 by agradeneu Quote Link to comment Share on other sites More sharing options...
phoboz Posted January 5, 2023 Share Posted January 5, 2023 (edited) 2 hours ago, agradeneu said: Using the 68K for gfx actually means you have some room for improvement, possibly That's exactly what I said was not good, you have to load the tilemap into the internal SRAM on the gpu to avoid buss stalls. It doesn't have to do with the slowness of the 68k (it'sactually quite fast), it has to do with the 68k's role as the manager which blocks the buss (and sometimes it has to wait for the buss). This will not happen with the gpu if it uses the internal SRAM as it is not located on the shared buss. So it's not only about moving from 68000 assembly to RISC assembly, you have to understand how to arrange thigs efficiently. (It's all described in the developer documentation) Edited January 5, 2023 by phoboz Quote Link to comment Share on other sites More sharing options...
agradeneu Posted January 5, 2023 Share Posted January 5, 2023 (edited) The performance improves the more efficiently you are using the hardware. Why is that an issue? We have seen what can be done if the tilemap routine uses the hardware to its advantages and speed. Edited January 5, 2023 by agradeneu Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted January 5, 2023 Share Posted January 5, 2023 4 hours ago, phoboz said: That's exactly what I said was not good, you have to load the tilemap into the internal SRAM on the gpu to avoid buss stalls. RAPTOR doesn't work at all like that, and yet, oddly, Jumping at Shadows looks just fine at 60fps with multiple layers There's more than one way to skin code a cat. 7 1 Quote Link to comment Share on other sites More sharing options...
phoboz Posted January 6, 2023 Share Posted January 6, 2023 9 hours ago, CyranoJ said: RAPTOR doesn't work at all like that, and yet, oddly, Jumping at Shadows looks just fine at 60fps with multiple layers There's more than one way to skin code a cat. Yes, of course there can be a number of different ways to make it nice. Keep up the good work, we all improve 😀 5 Quote Link to comment Share on other sites More sharing options...
checkeredslag Posted April 16, 2023 Share Posted April 16, 2023 I basically bought a jaguar for this game and asteroite. Any updates are always appreciated. 3 Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted April 16, 2023 Author Share Posted April 16, 2023 4 hours ago, checkeredslag said: I basically bought a jaguar for this game and asteroite. Any updates are always appreciated. It's been a while since our last update, but we're building a lot! I'll share something more visual soon but I can give some insights: - the maps for the first region are almost finished - we are working a lot on the event engine needed for certain story elements - we have a new member on the team, a pixel artist who will focus on the boss designs Stay tuned 😎 12 Quote Link to comment Share on other sites More sharing options...
agradeneu Posted April 16, 2023 Share Posted April 16, 2023 This is the kind of RPG the Jag library sorely lacked, I liked the Lynx game, and there is not much else that could be more exciting for a homebrew project! 4 Quote Link to comment Share on other sites More sharing options...
RollOut Posted April 16, 2023 Share Posted April 16, 2023 (edited) I definitely agree. I am really excited to see how this title turns out. Thanks for the update. Edited April 16, 2023 by RollOut Typo 1 Quote Link to comment Share on other sites More sharing options...
ColecoGamer Posted April 17, 2023 Share Posted April 17, 2023 (edited) Don’t forget to include hard-hitting sound effects during the combat sequence. I realize the game is still in development and things will eventually change, but the combat sound effects come off as weak. Look at Albert Odyssey for the Sega Saturn to see what I mean. See 1:44:13 in the video’s timeline. Edited April 17, 2023 by ColecoGamer 1 Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted April 20, 2023 Author Share Posted April 20, 2023 I'm happy to share with you the progress made on the battle screen, showcasing our first two heroes and the first Wyvern boss, design by Molly, animated by @Eternal-Krauser! No worries, I will not spoil the other 20 bosses, you'll have to see for yourself when the time arrives 😎 We have Molly Heady-Carroll joining our team for some pixel art and I couldn't be more happy with her input. She works in the game industry and this is her first time working on a homebrew project. Thank you for your attention! EDIT: Re-uploaded the animation, I screwed up some of the animation frames when creating the composition. The original animation is much smoother! 24 Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted June 30, 2023 Author Share Posted June 30, 2023 A tiny snippet of gameplay was part of this huge homebrew showcase. We'll create some more elaborate videos ourselves when we reach a milestone, but there are a few new details shown here: 10 Quote Link to comment Share on other sites More sharing options...
Ninjabba Posted October 25, 2023 Author Share Posted October 25, 2023 Here's a recording of the WIP that we showed at eJagFest 2023! A few more enemies were designed over the weekend that didn't make it into the showcase but are recorded in this clip. 15 1 Quote Link to comment Share on other sites More sharing options...
+madman Posted October 25, 2023 Share Posted October 25, 2023 That looks and sounds great! 1 Quote Link to comment Share on other sites More sharing options...
PFG 9000 Posted October 26, 2023 Share Posted October 26, 2023 Man, this looks so awesome. I can't say enough how much I adore the pixel art. And the music is sounding really good too! I avoided RPGs my whole life. I just had no interest in them for a number of reasons. The original Wyvern Tales was hugely instrumental in getting me into the genre. Now I have around ten jRPGs under my belt, and I can genuinely say I enjoy them. I'm really looking forward to playing this, and Wyvern Tales Gaiden as well! 3 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted October 26, 2023 Share Posted October 26, 2023 Looks fun and nice. Not a huge fan of all the paletted art fading in and out and leaving the 16 bit objects hanging around like stamps. I guess this is a failback from the Asteroite code. 1 Quote Link to comment Share on other sites More sharing options...
alucardX Posted October 26, 2023 Share Posted October 26, 2023 I think it looks pretty nice and it is trying to pull off a certain aesthetic. It would be great to see it doing something that is unique to the Jag hardware. 1 Quote Link to comment Share on other sites More sharing options...
+cubanismo Posted October 27, 2023 Share Posted October 27, 2023 Looks awesome! 2 Quote Link to comment Share on other sites More sharing options...
+grips03 Posted December 15, 2023 Share Posted December 15, 2023 Looks good, but music is rough. Quote Link to comment Share on other sites More sharing options...
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