RPG engine for MSX (Development MSX Fora)MSX Resource Center            
            
English Nederlands Espa�ol Portugu�s Russian         
 Nieuws
   Voorpagina
  Nieuws archief
  Nieuws onderwerpen

 Informatie
   MSX Fora
  Artikelen
  Recensies
  Beursverslagen
  Fotoreportages
  Beurzen en meetings
  Enquêtes
  Links
  Zoek

 Software
   Downloads
  Webshop

 MRC
   Wie we zijn
  Kom bij ons team
  Doneren
  Policies
  Contact met het MRC
  Link naar Ons
  Statistieken

 Zoek
 
  

  

 Login
 

Gebruikersnaam

Wachtwoord




Ben je nog niet lid? Klik hier en word MSX vriend!


 Statistieken
 

Er zijn 63 gasten en 2 MSX vrienden online

Je bent een anonieme bezoeker.
 

MSX Fora


MSX Fora

Development - RPG engine for MSX

Ga naar pagina ( Vorige pagina 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Volgende pagina )
Schrijver

RPG engine for MSX

GuyveR800
msx guru
Berichten: 3048
Geplaatst: 16 Augustus 2004, 17:38   
Quote:

I dunno much about Japanese ofcourse, but sometimes I see 'simple' chars and 'complex' chars.. I bet you can't do the complex stuff in 8x8 ? Or am I mixing-up Japanese and Chinese now?


You don't NEED the 'complex' characters. You can just make do with the 2x46 character alphabets. However, even the MSX ASCII character set has some Kanji (what you call 'complex' chars)... So it's not like you need to support 16 bit characters or UTF-8 to support SOME of them.
ro
msx guru
Berichten: 2346
Geplaatst: 16 Augustus 2004, 19:00   
better use somethinglike 8x6 chars or a like. read better, less mem. I got loads of fonts ready to be used.. if not I'll make one or two.. or three.. or .. well you get it. So count me in for a font or two or three or.. well you get it .

So euh, we need Frisian fonts?
Grauw
msx professional
Berichten: 1006
Geplaatst: 16 Augustus 2004, 19:20   
Quote:

those people aren't even trying


You'd better not be referring to me ;p.

About those variables: no, they don't slow down that much. I've always coded my stuff like that... Strategic Army (RTS), RPG tryouts, an editor... The VDP was most of the time the limiting factor, and while waiting for it there's plenty of time to do a little 16-bit comparison and addition as well. And if it is really a problem, well... Guyver said it already, just use some self-modifying code.

~Grauw
Sonic_aka_T

msx guru
Berichten: 2269
Geplaatst: 16 Augustus 2004, 20:40   
Quote:

self-modifying code... But does it really slow down that much?

I do use 'self-modifying code' where I can. Usually this is just a few CP's and jumps, but this is not always possible. As of yet it doesn't slow down yet, but remember I haven't implemented NPC's yet. Programming NPC's with all those variables will certainly take its tole. Not to mention that wolf, understandably, wants 24 channels of OPL4 on the background. This one might prove a tough little cookie
Sonic_aka_T

msx guru
Berichten: 2269
Geplaatst: 16 Augustus 2004, 20:43   
Quote:

now we're at it anyway ... the RPG will naturally have text.. AZ, 09, a handful of symbols .. let's say 45 characters. If they're 8x8, then it'll fit in 256x16 pixels. If it's 8*16, then it'll fit in 256x32. Now.. I suggest to keep the text-sizes open so that translations can be made for languages with more characters. Think accent-characters for Spanish/Portuguese. Now, what about Japanese? How many chars do you need then? And can they be made in a 8x8 or 8x16 resolution properly?

I dunno much about Japanese ofcourse, but sometimes I see 'simple' chars and 'complex' chars.. I bet you can't do the complex stuff in 8x8 ? Or am I mixing-up Japanese and Chinese now?

I'm not sure yet, but fonts will probably come from RAM and not VRAM. I don't care much about the distribution of the characters though. I just provide 256 patterns for fonts, what people put in it is not my problem. They'll prolly be 8*8, but if there's enough space in RAM/VRAM I might also add 16*16 support.
Sonic_aka_T

msx guru
Berichten: 2269
Geplaatst: 16 Augustus 2004, 20:47   
Quote:

Quote:

those people aren't even trying


You'd better not be referring to me ;p.

About those variables: no, they don't slow down that much. I've always coded my stuff like that... Strategic Army (RTS), RPG tryouts, an editor... The VDP was most of the time the limiting factor, and while waiting for it there's plenty of time to do a little 16-bit comparison and addition as well. And if it is really a problem, well... Guyver said it already, just use some self-modifying code.

~Grauw

Well, I wasn't initially, but you sure are rising to the challenge Strategic Army I've never seen, but I assume that's because it was never finished. No, ofcourse I don't sit idle waiting for the VDP to finish a command. Yes, I do use 'self-modifying' code where I can. No the VDP is not the only bottleneck since the game runs a lot faster on 7MHz.
GuyveR800
msx guru
Berichten: 3048
Geplaatst: 16 Augustus 2004, 21:07   
Quote:

I'm not sure yet, but fonts will probably come from RAM and not VRAM.


Good choice!
Rikusu

msx professional
Berichten: 955
Geplaatst: 16 Augustus 2004, 21:56   
Quote:

About fonts; Bombaman has all those fonts, with accents or Japanese letters in a 8x8 font. For the Japanese font, we just took them from the Turbo R and modified those a bit. So, basically you could make do with an 8x8 font, but other sizes are always nice to use



Japanese consists of three sets of characters; two sets of kana (katakana and hiragana), which are the 'simple characters' and about 1900 kanji, which are the 'complex' ones. Bombaman only uses kana, but it's better readable for Japanese to implement -some- kanji as well. Of course the Xak series incorporate some kanji, but SD-Snatcher does as well.

I guess the SD-Snatcher font is 8x8 pixels, so that will do for Japanese as well .
Rikusu

msx professional
Berichten: 955
Geplaatst: 16 Augustus 2004, 21:58   
But ehrm, how about trying to form a team to make a good RPG? How would you feel about it Sonic? I don't know what Wolf_ is planning either, so...
wolf_
online

msx legend
Berichten: 4777
Geplaatst: 16 Augustus 2004, 22:07   
My plans are: "waiting on serious results, and don't do much artwork in advance"

However, as sonic is a regular on #msxdev since a while, I follow the progress from a close distance ofcourse.
I've my own ideas for an RPG already (story, mood etc. have those plans since the beginning of 2004 already, so it was really related to this development).. I'd to try it all myself first, if I'm stuck somewhere, then I can always cry for help.
Sonic_aka_T

msx guru
Berichten: 2269
Geplaatst: 17 Augustus 2004, 14:43   
Quote:

But ehrm, how about trying to form a team to make a good RPG? How would you feel about it Sonic? I don't know what Wolf_ is planning either, so...

Well, it's pretty much like wolf said. I didn't even want to give the subject any attention since it is still all a very big if. Making an RPG is difficult enough as it is. Making an rpg that doesn't require any coding is even more so. So, first I want to see I can actually get the engine up and running. Once we have a working engine, we can start discussing the actual RPG.
BiFi
msx guru
Berichten: 3142
Geplaatst: 17 Augustus 2004, 14:51   
Quote:

I guess the SD-Snatcher font is 8x8 pixels, so that will do for Japanese as well .

It is.
snout

msx legend
Berichten: 4991
Geplaatst: 17 Augustus 2004, 17:30   
You could also investigate the possibility of using the Kanji ROM for Japanese versions....
Rikusu

msx professional
Berichten: 955
Geplaatst: 17 Augustus 2004, 19:03   
Quote:

Once we have a working engine, we can start discussing the actual RPG.



Okay! Please keep me informed, I'm very interested! If you would like feedback of any kind, don't hesitate to mail me something, I would very much like to see what you're making

Sonic_aka_T

msx guru
Berichten: 2269
Geplaatst: 18 Augustus 2004, 03:21   
Quote:

If you would like feedback of any kind, don't hesitate to mail me something, I would very much like to see what you're making

MUHAHAHAHAHA MY EVIL PLAN OF DECEPTION IS ALREADY WORKING!!!
 
Ga naar pagina ( Vorige pagina 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 Volgende pagina )
 







(c) 1994 - 2008 Stichting MSX Resource Center. MSX is een trademark van MSX Licensing Corporation.