emkay Posted June 10, 2006 Share Posted June 10, 2006 does diablo move monsters a) in visible area (yes) b) non visible areas? so... are they moving towards to you even you can not see them? If I'm not playing Oblivion atm, I should install DIABLO again, so I can tell you :-) If I remind correctly, the Enemies move toward you, even if they are not seen, but only in a specified range. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 10, 2006 Author Share Posted June 10, 2006 have to check it on my own but sometimes its good to have others checking as well... so no misinterpretation... i have to check c64 gauntlet as well ... btw. while you are playing oblivion i know why you are talking about 3d... Quote Link to comment Share on other sites More sharing options...
emkay Posted June 10, 2006 Share Posted June 10, 2006 have to check it on my own but sometimes its good to have others checking as well... so no misinterpretation... i have to check c64 gauntlet as well ... btw. while you are playing oblivion i know why you are talking about 3d... Vice versa I'm playing Oblivion, because it's 3D. Remembering "Encounter" : The Area is built by pillars that reflect shots and stop the ship's movement. It's "simple" and not really outpowering the A8, but really fast 3d action and some days older than Oblivion. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 10, 2006 Author Share Posted June 10, 2006 just checked gauntlet 1 on c64... the monsters are attacking and heading towards you only if there are in sight... so...when you are in an area with a generator they are released but when you move back and the enemies out of sight they stay on their position... i thought that they are calculating them virtually and just display them when they are on screen but internally moving them... so again no reason why the atari version is so slow. have to check the atari version if its there the same. Quote Link to comment Share on other sites More sharing options...
Fröhn Posted June 10, 2006 Share Posted June 10, 2006 the resolution is 40x50. With a CPU consuming software, the standard Textmode of the VIC is doubled to have those 50 lines instead of 25 lines. For 80x50 you'd need software to create the gfx mode (it's not THAT time consuming though), but for 40x50 the VIC can display it straight on. Just go to bitmap mode and use 2 of the 3 colors per color cell as "pixels". Also, even 80x50 is a real crap resolution too... I'd prefer a 160x200 2D towards a 80x50 3D any day. Quote Link to comment Share on other sites More sharing options...
emkay Posted June 10, 2006 Share Posted June 10, 2006 the resolution is 40x50. With a CPU consuming software, the standard Textmode of the VIC is doubled to have those 50 lines instead of 25 lines. For 80x50 you'd need software to create the gfx mode (it's not THAT time consuming though), but for 40x50 the VIC can display it straight on. Just go to bitmap mode and use 2 of the 3 colors per color cell as "pixels". Also, even 80x50 is a real crap resolution too... I'd prefer a 160x200 2D towards a 80x50 3D any day. Referring to some ATARI Freaks, every used cycle is a lost cycle If you want to have independent pixels with "your" suggestion, you have to build a filtering routine. And... LDA STA uses 6 cycles Using this 80x60 mode takes linear 1200 bytes to handle. The PRIOR Register does 50% of the needed work. Well.... imagining a XL/XE or C64 on today TVs.... sitting 3 meters before the screen... always ends up in "ahh.... this means this and this means that".... because mostly the moved Objects are too small. The bad thing is, that we don't have a comparision, how it would look in an finished game, when using ANTIC's and GTIA's features to have fullscreen 3D with big pixels and higher resolutions where needed. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 10, 2006 Author Share Posted June 10, 2006 i just played the arcade version gauntlet on my xbox in the midway collection. i have to admit its too chaotic and too action orientated imho. i will go for a more slower approach... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 11, 2006 Author Share Posted June 11, 2006 i am just do some experiments with venus' level generator which might be the one to expand and adapt for the game... attachted a screenshot. each pixel is a char or a tile. this could be fun. the game draws the levels, puts the monsters on the map + treassures. then the level up and level down steps like in Hack. what do you think? i think this could be the "diablo" way to go... here is the Turbo Basic Source, the 8x8 pixel stamp could be adapted. this is a streight basic conversion from Aleksi Eben's generator used in Venus Game. The random subroutine generators a predeterminated random numbers so each level can be later regenerated by same seed values. 0 TRAP 3 1 OPEN #1,4,0,"H2:RANDOM.OBX" 2 BGET #1,$0600-6,1024 3 CLOSE #1 5 INPUT LEVEL 30 GRAPHICS 7+16 35 POKE 712,15:POKE 708,0 40 POKE $061E,LEVEL 50 POKE $061F,PEEK($C000+LEVEL) 60 POKE $0620,PEEK($C100+LEVEL) 65 X=79:Y=47 70 CAVES=$0500 75 CAVELEN=$52 76 D=2:REM GO# CAVESTART 100 # NEXTCAVE 110 EXEC RANDOM 120 RR=RR&$03 130 CAVELEN=RR 140 EXEC RANDOM 150 D=RR&$03 151 # CAVESTART 160 IF D=0 THEN DX=-1:DY=0 170 IF D=1 THEN DX=1:DY=0 180 IF D=2 THEN DX=0:DY=-1 190 IF D=3 THEN DX=0:DY=1 195 # CAVEON 210 EXEC ROUND 220 Y=Y+1 225 FOR II=0 TO 6 230 FOR I=6 TO 0 STEP -1 235 TRAP 250 240 PLOT X+I,Y 250 NEXT I 260 Y=Y+1 270 NEXT II 280 EXEC ROUND 290 Y=Y-8 295 X=X+DX:Y=Y+DY 300 CAVELEN=CAVELEN-1 310 IF CAVELEN>=0 THEN GO# CAVEON 340 CAVES=CAVES-1 350 IF CAVES>=0 THEN GO# NEXTCAVE 999 END 1000 PROC RANDOM 1010 A=USR($0600):RR=PEEK($061E) 1020 ENDPROC 1100 PROC ROUND 1110 FOR I=1 TO 5 1115 XX=X+I 1116 IF XX<0 OR XX>159 OR Y<0 OR Y>95 THEN 1130 1120 PLOT X+I,Y 1130 NEXT I 1140 ENDPROC org $0600 Random pla inc rnd2 lda rnd2 clc adc rnd1 adc rnd2 sta rnd1 eor rnd2 sta rnd2 sbc rnd0 sta rnd0 rts rnd0 dta 0 rnd1 dta 0 rnd2 dta 0 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 11, 2006 Author Share Posted June 11, 2006 this one is faster 0 TRAP 3 1 OPEN #1,4,0,"H2:RANDOM.OBX" 2 BGET #1,$0600-6,1024 3 CLOSE #1 5 INPUT LEVEL 30 GRAPHICS 8+16 31 COLOR 1:PAINT 0,0 35 POKE 712,15:POKE 708,0 40 POKE $061E,LEVEL 50 POKE $061F,PEEK($C000+LEVEL) 60 POKE $0620,PEEK($C100+LEVEL) 65 X=160:Y=96 70 CAVES=$0500 75 CAVELEN=$52 76 D=2:REM GO# CAVESTART 100 # NEXTCAVE 110 EXEC RANDOM 120 RR=RR&$03 130 CAVELEN=RR 140 EXEC RANDOM 150 D=RR&$03 151 # CAVESTART 160 IF D=0 THEN DX=-1:DY=0 170 IF D=1 THEN DX=1:DY=0 180 IF D=2 THEN DX=0:DY=-1 190 IF D=3 THEN DX=0:DY=1 195 # CAVEON 222 TRAP 295 225 TEXT X,Y,"0" 295 X=X+DX:Y=Y+DY 300 CAVELEN=CAVELEN-1 310 IF CAVELEN>=0 THEN GO# CAVEON 340 CAVES=CAVES-1 350 IF CAVES>=0 THEN GO# NEXTCAVE 998 DO :LOOP 999 END 1000 PROC RANDOM 1010 A=USR($0600):RR=PEEK($061E) 1020 ENDPROC 1100 PROC ROUND 1105 TRAP 1120 1110 TEXT X,Y," " 1120 ENDPROC the stamp is here the TEXT X,Y," " which is faster as the for,next stuff from the last... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 11, 2006 Author Share Posted June 11, 2006 here is the turbo basic file attachted as ATR. boot the disc and when you are in the interpreter just type LOAD"D:LEVGEN3.TUB and type RUN. after that its good to speed up the emulator by pressing F7 to run in fullspeed. you can see i have choosen now a 4x4 stamp to draw the caves. the level is choosen randomly and the dungeon gets bigger by the formular "caves=$0400+level*4" caves is the amount how many stamps are set. now imagine that we will put randomly treasure & monsters. you always start from a fix position in each level which is determined by the stairs. now imagine that the level generator is not drawing a bitmap but instead a bitfield where each bit represents a 2x2 antic 4 tile which the visual engine takes later in the game for generating an attractive dungeon... just ideas. TBASIC.zip Quote Link to comment Share on other sites More sharing options...
pseudografx Posted June 12, 2006 Share Posted June 12, 2006 here is the turbo basic file attachted as ATR. boot the disc and when you are in the interpreter just type LOAD"D:LEVGEN3.TUB and type RUN. after that its good to speed up the emulator by pressing F7 to run in fullspeed. you can see i have choosen now a 4x4 stamp to draw the caves. the level is choosen randomly and the dungeon gets bigger by the formular "caves=$0400+level*4" caves is the amount how many stamps are set. now imagine that we will put randomly treasure & monsters. you always start from a fix position in each level which is determined by the stairs. now imagine that the level generator is not drawing a bitmap but instead a bitfield where each bit represents a 2x2 antic 4 tile which the visual engine takes later in the game for generating an attractive dungeon... just ideas. The generator doesn't work for me, it draws just a straight line in the middle of the white rectangle. Btw. are you planning to include a town with shops and NPCs? And how about savepoints? Quote Link to comment Share on other sites More sharing options...
Gury Posted June 12, 2006 Share Posted June 12, 2006 The generator doesn't work for me, it draws just a straight line in the middle of the white rectangle.Btw. are you planning to include a town with shops and NPCs? And how about savepoints? Same for me. Do we need file RANDOM.OBX file on H2, as it is seen in the listing? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 12, 2006 Author Share Posted June 12, 2006 yes, guys... sorry. i forgot to upload the random.obx which generates the data for the maps. i'll gonna upload the new listing tonight right when italy will loose their first game... in meantime you can delete the lines 1-3 and replace line 1010 with 1010 A=RAND(255) to get a feeling for it... of course this will not generate the same dungeon every time you run the same level. (that's what the random-routine is for...) at the moment i do not plan to have a shop (but maybe a dealer where you can actually sell stuff but not buy...) or NPCs as keep it as simple as you can at the beginning... first we have to finalise the rules, then the dungeon creator, gfx engine and monster engine etc... so many "fundamentals" first before we include such things... Quote Link to comment Share on other sites More sharing options...
Gury Posted June 12, 2006 Share Posted June 12, 2006 Come on, Italy will not loose One question. Does compiled Turbo BASIC program work on DOS-es (f.e. SpartaDOS...) other than DOS 2.0, DOS 2.5? I read XIO commands differ from DOS to DOS. How does this apply to TBXL commands in different environments? I didn't try it yet, so the hint would be of great value Quote Link to comment Share on other sites More sharing options...
pseudografx Posted June 12, 2006 Share Posted June 12, 2006 Ok, I've made some first draft of possible graphics design of an outdoor level. This one uses less than 40 chars for graphics so there's a lot of room left for sprites, items etc. I'll be glad to hear your opinions on this. Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted June 12, 2006 Share Posted June 12, 2006 1010 A=RAND(255) Actually, we need to make 1010 this: 1010 RR=RAND(255). Then I got something like: Quote Link to comment Share on other sites More sharing options...
miker Posted June 12, 2006 Share Posted June 12, 2006 well, seems to be interesting Pseudografx: did you get my mails regarding ASMA? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 12, 2006 Author Share Posted June 12, 2006 oh... cybernoid you are right, thanks PG for the gfx... so... let me explain what i want to do... the level bitmap gfx which Cybernoid attachted. this bitmap can now be converted to a tile based antic 4 screen. so the bitmap is just an internal representation of the dungeon. so the game will NOT look like this. just for the non-coders here... Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted June 12, 2006 Share Posted June 12, 2006 I added some code to your random level generator to create long halls between open caves. This way the map will not be one big cave, but instead smaller caves connected with halls... 152 IF CNT>0 THEN CNT=CNT-1:GO# CAVEON 153 HALL=RAND(128) 154 IF HALL=127 THEN CNT=RAND(16)+16 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 12, 2006 Author Share Posted June 12, 2006 that looks interesting... but do hallways make sense? i mean does diablo (not hack/rogue). have to check... ps. unfortunatly Italy : Ghana 1:0... damned Pirlo... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 12, 2006 Author Share Posted June 12, 2006 btw. is Turbo Basic XL not good for rapid development? i love it...do not know why you guys go with c or action... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 12, 2006 Author Share Posted June 12, 2006 here is the updated disc with turbo basic and the correct levgen files. i have updated to the latest changes from Cybernoid and the random.obx is included so you can reproduce each level each time you wish.... TBASIC.zip Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted June 12, 2006 Share Posted June 12, 2006 btw. is Turbo Basic XL not good for rapid development? i love it...do not know why you guys go with c or action... I agree. Provide me with C code for this, and I will compile it with CC65. Also, Diablo does have some rooms and doors. I remember the "butcher" level where the butcher was in the room in the center. Had to be careful how you killed him. So, I don't think it should be an open dungeon. It should be segmented a bit. --C-- Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 12, 2006 Author Share Posted June 12, 2006 another experiment... load levgen5.tub the cavelen is set to 128 stamps so the dungeon is drew quickly. after that you can move around a small square to define which area of the map should be converted to 2x2 tiles. when you have set your segment then press fire and soon the stuff is converted.... so hope this helps what my ideas are how the mapper does precalculation later in the game (remember Diablo on playstation1 when the level is being generated at the beginning). the gfx engine will do the conversion on the fly like in Boinxx or every other tile based game. i dont want to spend a lot of RAM like in venus where i used the complete $2000-$cfff for the map. so imho the tile set needs to be designed well so dungeon will be looking good even its just made out of a monochrome pixel map. the good thing...once we have the map in bitmap form we easily can create a small radar... TBASIC.zip Quote Link to comment Share on other sites More sharing options...
Goochman Posted June 13, 2006 Share Posted June 13, 2006 In concur with the hallway discussion - what marvelous castle (now dungeon) didnt have a hallway or 2 And unfort the USA got spanked today Quote Link to comment Share on other sites More sharing options...
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