After months of searching for a solution to Vista incompatibilities and dealing with other major OS related problems, I've finally managed to get a Linux development environment going. Many thanks to Spencer for everything.
Hopefully nothing breaks down until I finish this project.
Friday, June 27, 2008
Friday, May 30, 2008
Sunday, March 30, 2008
Mindless errors
When finishing the last part of the animation, I found I
- Scrolled too much in the loop
- replaced a $ for a % in one of the ld's, which really screwed with supporting routines
Wednesday, March 26, 2008
And the progress resumes... somewhat...
So basically, today I got some time to work on Lost Legends. Surprisingly, today I was able to essentially finish the right hand screen scroll. Whoo hoo!
However, I never thought I'd have to say this, but it's really really really FAST!!!
I might take a page out of Spencer's book and use a timing interrupt to slow down the draws. This will probably come after I get more of the object system set up. Seriously, the scroll happens so fast I almost didn't even notice it scroll. I doubt it's wabbitemu messing with me because wabbitemu is pretty accurate.
I guess it's like Spencer said, 6Mhz sure is something. Though if that's the case, maybe he should have done a gray scale Zelda demo just to show how 1337 he is ^^
However, I never thought I'd have to say this, but it's really really really FAST!!!
I might take a page out of Spencer's book and use a timing interrupt to slow down the draws. This will probably come after I get more of the object system set up. Seriously, the scroll happens so fast I almost didn't even notice it scroll. I doubt it's wabbitemu messing with me because wabbitemu is pretty accurate.
I guess it's like Spencer said, 6Mhz sure is something. Though if that's the case, maybe he should have done a gray scale Zelda demo just to show how 1337 he is ^^
Friday, March 14, 2008
Font Review
Since I'm almost done with most of the mapping engine, I started going back to some of the text code I had written earlier. It was supposed to serve as a base for the menu code I was going to write afterwards.
The font set for this project includes a lot of characters not in ASCII. Since much of the menu layout was in 8x8 tiles, the same size as the font tiles themselves, it was decided to use custom character codes.
Initially, a converter written by Halifax was used to convert text in text files to the hex codes. However, I couldn't get it to work on my computer; anti-virus perhaps? Halifax and I couldn't figure out what was going on on my end. That was a couple months ago around November '07.
Recently, however, Spencer was looking at some of the code and pointed out that I could probably use #define and define some constants instead. Much easier now considering I can read the text instead of seeing confusing hex codes x.x
Mapping is still progressing so cross fingers for a world map exploration demo!
The font set for this project includes a lot of characters not in ASCII. Since much of the menu layout was in 8x8 tiles, the same size as the font tiles themselves, it was decided to use custom character codes.
Initially, a converter written by Halifax was used to convert text in text files to the hex codes. However, I couldn't get it to work on my computer; anti-virus perhaps? Halifax and I couldn't figure out what was going on on my end. That was a couple months ago around November '07.
Recently, however, Spencer was looking at some of the code and pointed out that I could probably use #define and define some constants instead. Much easier now considering I can read the text instead of seeing confusing hex codes x.x
Mapping is still progressing so cross fingers for a world map exploration demo!
Thursday, March 13, 2008
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