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Liazon
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Post by Liazon »

Timendus wrote: edit: 8x12 is what I'm using for my current noobish project. You really can only get good 8x8 if they're greyscale. 8x12 will be fine in monochrome.
8x12 will do just as well in greyscale if you mean 8 pixels wide and 12 pixels high. Just define 12 for the height that you pass on to gs.drawXor.
[/quote]

What I meant was that I haven't found a single 8x8 monochrome full body sprite that looks appealing to my friends at school.

What is RGP?
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threefingeredguy
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Post by threefingeredguy »

Revolution Grayscale Package. It's on the revsoft forums. It's pretty good, I've run a demo of it.
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Shadow Phoenix
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Post by Shadow Phoenix »

threefingeredguy wrote:I wrote a maploader that loads dynamically sized tilemaps from external programs.
send it to me then!

As for the GS it cant put isometric tiles....

What we need is to be able to do like

Code: Select all

       ld   a,44   ;X-cor
       ld   b.54   ;Y-cor
       ld ix, sprite     
 call  putIsometricSprite    ;So it puts a turned square or a rhombus at center                     ;                                     ;       of 44-54 

And I have no idea how to do that :?:
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Liazon
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Post by Liazon »

Someone's already made an isometricputsprite routine? Where?
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threefingeredguy
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Post by threefingeredguy »

Uh, we can just draw regular tiles that look isometric.

A tile containing < and a tile containing > looks like <>
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Post by necro »

indeed they do...
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Post by threefingeredguy »

Why would we use a REAL isometric tile when we can use fake ones :).
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Timendus
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Post by Timendus »

threefingeredguy wrote:Why would we use a REAL isometric tile when we can use fake ones :).
Because it would save you a LOT of space for the sprites. If you'd write an adapted sprite routine to display sprites 45 degrees rotated, you'd still have a 1 pixel = 1 bit ratio, while you'd need almost two times the sprite size and overlap the tiles if you do it your way. But it is a lot easier, that's true.
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Post by threefingeredguy »

True, but, I don't know of any 45 degree rotators.
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necro
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Post by necro »

you could write the data like this
112222333333444444555566

and make a custom way to draw it as
__11__
_2222_
333333
444444
_5555_
__66__
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Post by CoBB »

How is that different from storing it straight that way apart from being a lot slower?
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Timendus
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Post by Timendus »

If I understand correctly (both his idea and your question) it would be smaller.
threefingeredguy wrote:True, but, I don't know of any 45 degree rotators.
It shouldn't be too difficult to rewrite an existing sprite routine to do that for you. You don't really have to rotate the sprite, just xor it in a different way.
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Post by threefingeredguy »

Is anyone awesome enough to take on that challenge? :mrgreen:
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Post by necro »

common tfp, it would be a learning experience for you :wink:
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Post by threefingeredguy »

I'm too stupid. Timendus seems to have an idea of what to do, maybe he could write it and add it to the API :D.
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