Next version of xLIB - features?

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tr1p1ea
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Next version of xLIB - features?

Post by tr1p1ea »

Hey guys,

I was thinking about overhauling xLIB a bit and was wondering (besides bug fixes) what other features would you guys like?

I was thinking of adding:

Modifying the text routine so that you have access to special characters from the full character set
Sound support maybe
Possibility of a Map editor
Maybe a custom Map file format? Matrices are a bit large ... though a custom format would get rid of the ability to use decimals for special tiles/events etc
Adding more shapes like circles and stuff
3D grayscale Raycasting engine? :).

Tell me what you think.
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Post by kv83 »

I could adjust EM a little so it spits out xLib map files (compiled with Brass and everything)... downside is that mapediting is on pc :(
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Post by tr1p1ea »

Well i have already written a utility that will convert CalcGS mapData to a TIOS Matrix? Perhaps something similar would be good ... or i could even mod the util a little.
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Post by dragon__lance »

ooooh, that would be nice! please release it :) I would also scratch the 16*16 tilemapper, not many people have found a use for it :( Matrix format is fine, but i they do get a little on the large side, *points at metroid2's map data, it'd be cool if you somehow inplemented a compressor + decompressor :)
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Post by threefingeredguy »

I use the 16x16 tilemapper all the time. How about we scratch you instead.
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Post by tr1p1ea »

There are ways in which you can compress Matrix data just in your program. I will most likely be using a method in my Basic RPG.
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Post by merthsoft »

Well, the custom thing would be cool, but couldn't you make it so that you have the map data in one thing, and then another thing for special events, just pure number aligned the same way the map data is... Or even just make it so it allows decimals, or other numbers, I don't know ASM at all, so I can't really say, but why wouldn't that be possible?
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Post by dragon__lance »

sorry about that, i didn't really know anyone used the 16*16 tilemapper, ever since JFISH came out with FATE, i figured most people would use 8*8, plus no one ever mentions it in their project, once again sorry :(
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Post by threefingeredguy »

Decimals = very yes. Just filter them out. Then we can still use them.
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Post by crzyrbl »

I think the most useful one out of all those ideas is the custom map format. regular matrices take up way too much space. I want to make a level where it doesnt have to reload the map everytime you get to the edge of the screen. I wonder if this could make xLib even faster since the matrix is smaller/more efficient. Just be sure to include some kind of decimal support for some of our games.
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Post by tr1p1ea »

The reason matrices are so big is because they are stored in floating point format. If i were to use the same format to allow decimals then there would be no advantage at all. I could store elements in fixed point 8.8 maybe, tho this will still make map data larger than it should be. The only reason im a little dicey about custom map files is that it will break compatibility ... although it will improve performance.

Events can be handled in many different ways, you dont always have to use decimals in your map data.
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Post by necro »

necro's opinion: matrix=good, lack there of=bad
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Post by Treefrog »

Use a matrix or string to output a sprite.
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Post by dysfunction »

More shapes is definitely a good idea. As for custom map files, most people use decimals for collision detection and such... perhaps you could have a limited number of decimal digits, say 10 perhaps?
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Post by kv83 »

why not offer up 1 or 2bits of the number... i don't know basic that well, but I guess every place of the matrix can hold a number with a max of 8/16 bit? you could use those 2 bits for "flagging" the tiles for special thinks like triggers and stuff?

if it breaks compatibility it's just the way it is.
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