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Messages - noseblunt3

Pages: [1] 2 3
1
Coding / NDS coding
« on: February 06, 2013, 07:23:59 pm »
Just showing off a map scrolling system for the NDS that I've been working on.

Tested and working with DeSmuME and no$gba.

Sources will follow once I clean up the sprite system (no sprites in the demo)

------------------------
             Infos
-------------------------
Coded in C++ using libnds / devkitPRO

The map was tiled using gmare (nice job xf ;))

Graphics and map design came from the oot2d FSA project  (credits to team DekuNutz)

Graphics were converted using grit

3
Coding / Re: GBA Minish Cap Coding
« on: August 29, 2012, 03:31:06 am »

Noseblunt, you've got it wrong, the executable isn't going to be loaded into ram unless it is a stub app for a multiboot cart, and i doubt he's using a multiboot cable (i could be way off base though).

http://www.coranac.com/tonc/text/first.htm Read the multiboot section.

I may indeed have misunderstood the concept, but I still think you should check these links:

http://double.co.nz/nintendo_ds/nds_develop6.html
http://blea.ch/wiki/index.php/Nitrofs

They're both for ds development, but the same logic should apply for the gba.

4
Coding / Re: GBA Minish Cap Coding
« on: August 28, 2012, 02:54:00 am »
I was talking about the lastest version of the project.
Here's what I meant:
      
         - In your project, all the sprite data is stored in the files "sprRaw.h" and "sprRaw.s"
         
         - In "minish.c", you add the sprite data in the executable (#include "include/sprRaw.h")
           This increase the size of the executable.
          
         - The executable is gonna be loaded in RAM, that means you're limited in terms of data.
      
         - The GBA has 256kb of RAM and 96kb of VRAM, not a whole lot.
           A GBA cartridge has a max size 32mb, plenty of space to store data (sound, gfx, ...).
          
         - To allow more diversity in ressource, you only load what you need, when you need it.
           You do this by fetching data from the cartridge and transfering it into RAM, freeing memory
           when you dont need it anymore.
          
           example: the hero goes from the overworld to a dungeon.
          
            -step 1: freeing the overworld tileset and map from RAM.   
            -step 2: loading the dungeon tileset and map from the cartidge
      
      I hope that I explained my point well this time.
      I could be wrong though, I don't pretend to be an expert.

Quote
Thanks for the feedback and cool beans about the DS development. It would be helpful to myself and others if you would post your code sometime - it'd be neat to see what you have accomplished and helpful in how it likely covers a different set of coding challenges.
I was actually thinking about doing a tutorial. I'll probably post something when the project has more meat to it.

5
Coding / Re: GBA Minish Cap Coding
« on: August 27, 2012, 10:09:15 pm »
I saw that you include the sprites directly in the executable.
With so few RAM available, you're gonna be out of ressource very quickly.

Maybe it's because it's a simple test, but you should probably use some kind of filesystem library.
I don't know much about tonc, but I know devkitARM include libfat.

Other than that, good job! This project actually made me start programming for the ds(in C++ though).
Thanks for giving me the idea.

6
Coding / Re: Bones animation in Game Maker 8.1
« on: July 27, 2012, 05:14:37 pm »
You could always use Unity3d, there's a lot of support available and it's pretty easy to use. 

7
Sprites/Tiles / Re: [Submission] Generic Gerudo
« on: July 18, 2012, 05:41:06 pm »
Maybe you should use Din from MC as a base, she kinda look like a gerudo already.

It might help you.

http://www.spriters-resource.com/custom_edited/zelda/sheet/17347

8
Graphics / Re: Could someone rip Zelda 64 Models and textures for me?
« on: June 07, 2012, 04:36:19 pm »
Check out the model ressource, it has a couple of the things you need.

http://www.models-resource.com/nintendo_64/L.html

9
Cut / [Cut] Hyrule castle town
« on: June 04, 2012, 07:29:13 pm »
I have no idea who made them...

10
Sprites/Tiles / [SUBMISSION]Faron
« on: June 04, 2012, 07:27:31 pm »
I don't remember who made the original sprite, but here it is

11
Cut / Re: [Submission] Faron, leader of the Gang of Thieves
« on: June 04, 2012, 06:56:45 pm »
I know that I used to have them both, but I didn't find anything.

I do remember that Ganondorf looked a lot like the Faron I posted, except he had no beard and his hairstyle was similar to the one he had in OoT.

As for link I remember that he had a purple tunic with realy long sleeves and a red scarf. The spritesheet I posted was based on this sketch.

P.S. If you want I can post some sprite of Faron.


12
Cut / Re: [Submission] Faron, leader of the Gang of Thieves
« on: June 03, 2012, 06:34:42 pm »
I like the middle one best, but I found some old concept art for this guy (I think it's from King Mob, but I'm not certain...)
I even have a couple of sprite of the guy.

13
Discussion / Re: QT, anyone has ever played around with it?
« on: November 27, 2010, 09:06:08 pm »
I started using it this week actually(school project).

It's kinda confusing at first, but once you understand how to connect signals and slots, you can build an app with "relative" ease.

I think it's a great framework.

14
Graphics / Re: MC: Majoras Mask
« on: April 23, 2010, 02:40:51 am »
I think you need to make the head bigger, it's too small compared to link's.
The back view is perfect though, don't change it.

15
Graphics / Re: MC: Majoras Mask
« on: April 22, 2010, 09:02:27 pm »
The perspective looks a bit off to me.
Check the attachment, I've put your zora side by side with MC link and OSM's Adult MC link.

16
Entertainment / Re: find a game that scares me!
« on: November 07, 2009, 05:13:24 pm »
Thief deadly shadows, it may not sound really scary, but try the orphanage/asylum level.
It's freaking creepy,  I can't play that level with the sound on. :-[
That's about the only scary moment in the game though.

17
Coding / Re: Loading maps with text files in GM7
« on: July 06, 2009, 06:37:40 pm »
Sorry for the double post, but I think I found my problem (but not the solution...).
It turns out that the argument obj of the function instance_create(x, y, obj) need to be an integer or a real.
So by using a string, it always result in 0, which mean that it create the first object I created (the player)

So, how could I work my way around this?  :huh:


18
Coding / Re: Turn current screen into background or other image?
« on: July 04, 2009, 10:28:25 pm »
Quote
So what do the lines do between my shorten code and the code above it? What is there added value?
They draw a semi-transparent black rectangle on the screen, to give an impression of darkness.

19
Coding / Re: Turn current screen into background or other image?
« on: July 04, 2009, 04:09:36 pm »
You should check out this topic http://www.zfgc.com/forum/index.php?topic=1603.0
It explain how to do it with surface. Pretty useful.

20
Coding / Loading maps with text files in GM7
« on: July 03, 2009, 05:35:42 am »
I've been trying to make it work for the entire day,but I can't seem to find the problem.
Basically, I want to load all objects, backgrounds, etc. from a text file.It work pretty well... for the background and music.
It's probably a logic error, but I can't figure it out. The script replace all objects with the last one:

The thing is; the position of each object is correct, but it's the wrong one

I tried 2 version, both version fail the same way.
General part of the code:
Code: [Select]
// Load level through text files
// only one argument--> argument0 == name of the level/text file

var level, L, line, music, i, obj;   

if !file_exists(working_directory+"\levels\"+argument0+".txt") return 0
level = file_text_open_read(working_directory+"\levels\"+argument0+".txt");
       
// Store each line of the file in one array entry

L=0;
while !file_text_eof(level) {
                               line[L]=file_text_read_string(level); // copy the line into the array
                               file_text_readln(level); // skip to next line when done
                               L += 1;
                            }
file_text_close(level);

text file for version 1
Code: [Select]
1240                  line[0]          room width
480                   line[1]          room height
TestBackground.bmp    line[2]          background
secretinvasion.mp3    line[3]          song
3                     line[4]          number of object to create
320                   line[5]          x position of object1
360                   line[6]          y position of object1
obj_ground1           line[7]          name of object1
895                   line[8]          x position of object2
357                   line[9]          y position of object2
obj_ground2           line[10]         name of object3
400                   line[11]         x position of object3
380                   line[12]         y position of object3
obj_hero_R            line[13]         name of object3

Version 1
Code: [Select]
// object

if ( real(line[4]) > 0 ) // if need to create object
   {
      i = 5; // start at line 5
      while ( i < 5 + ( real(line[4]) * 3) ) // ( 5 + real(line[4]) * 3 ) == max number of lines + 1
         {
            instance_create(real(line[i]), real(line[i+1]), line[i+2]);
            i += 3;
         }   
   }

text file for version 2
Code: [Select]
1240                  line[0]          room width
480                   line[1]          room height
TestBackground.bmp    line[2]          background
secretinvasion.mp3    line[3]          song
3                     line[4]          number of object to create
320,360|obj_ground1   line[5]          object1
895,357|obj_ground2   line[6]          object2
400,380|obj_hero_R    line[7]          object3

Version 2
Code: [Select]
// object

if ( real(line[4]) > 0 ) // line[4] == number of object to create
   {
      i = 5;
      while ( i < 5 + real(line[4]) )
         {
          // find the position of the separators
          oba = string_pos("," , line[i]);
          obb = string_pos("|" , line[i]);
          // use that info to split the string and store the part into an array
          obj[0] = string_copy( line[i], 1, real(oba)-1); // copy the Xpos of the object
          obj[1] = string_copy( line[i], real(oba) + 1, real(obb) - (real(oba) + 1 )); // copy the Ypos of the object
          obj[2] = string_copy( line[i], real(obb) + 1, real(string_length(line[i])) - real(obb)); // copy the name of the object
          // create the instance
          instance_create(real(obj[0]), real(obj[1]), obj[2]);
          i += 1;
         }   
   }
And that's pretty much it!
Anyway, if someone could help me, I would be really grateful...

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