Ok, I am somewhat of a Q-B New-B, but I have an idea of what I am aiming for in my RPG.
1) TILE ENGINE
I want to create a screen 13 pixil-by-pixil tile engine that uses as much of the screen as possible w/o flicker. This is probly my biggest issue.
I found a very nice example that poked tiles to the screen but would flicker if the window i scrolled in was bigger than 100x80 pixils. I also could not find a way to PUT or POKE a tansparent sprite on the map without a ton of flicker. But it was cool to see it smoothly scroll a 180x180 map in that tiny 100x80 window.
If I could I would like to make it full screen, but I don't want to sacrifice speed for memory (ie. Blast! asm pset routine). I have so many ambitious plans that I am afraid of using up all the memory just for screen buffers and have none left for maps, tiles and specialFX.
One idea I had, but suppose wouldn't work, is to read tiles directly from a file to the blast asm buffer to conserve memory. I thought of this when I realized that a bitmap loader I made that used the blast library could load 4 320x200 bitmaps and their palettes in one second including the time for the blast page copy. Is that fast enough if the tiles are stored in a file and can be read and put in the blast buffer just like the tiles in the memory? Or could that work with the map?
I would rather do away with a buffer all together, but have yet to see a good example of a flicker free unbuffered full screen tile engine that scrolled pix-by-pix.
Please help me with the tile engine, I am dying to start this RPG, but can't unless I have a tile engine that works. I will be more than greatful to anyone who can give me tips and pointers.
2) KEYBOARD ROUTINE
Another problem I had is with the keyboard. I use INKEY$ because its easy, but I HATE the delay when you press the key for the first time. I also hate the beeping when I hold the key down too long. I don't know much about how this keyboard stuff works, but all of the examples using INP(96) suck even more than INKEY$.
The only good keyboard program I found used ASM. It had a little circle that bounced around the screen (I think its called Z-Keys or Multikeys) but It was way too fast and it made the screen flicker AND it got really weird after the program ended and started selecting the text.
I would definitly like some pointers on eliminating the beeping and the delay so if you can, please post your suggestions.
3) SOUND
This is one area in which I am totally clueless. I've sifted through a half a million examples, but all of them either don't work or play really poorly.
All I want is to be able to play midi music and if possible wav sound effects. If I could only loop a midi without slowing down the program that would make my crappy games soo much better. I definitly think that sound is an important part of a game.
I have found programs that play wavs, but it sounded like garbage. I found another program to play some odd "midi-like" music format, but it too sounded like crap and I didn't know where to find music in the format.
Personally I prefer midis because they sound like classic video game music and (I think) they are smaller and easier to read than wavs. But I also want sound effects so if possible I want to use both types simaltaniously(sp?).
4) OTHER IDEAS
I have so many ideas, too bad I can't just put my ideas into the head of someone with the knowhow to program them. Here are some other features I would like to incorporate:
a)
I really want to reserve part of my palette specifically for rotation. Just like in sim city 2000, the building designer palette had flashing colors (for blinking lights, water, fire). If certain colors could constantly cycle w/o slowing down the program, I could add color animation to water and fire without touching a pixil and only using a small part of the palette. Can this be done? That would be awsome to have plasma effects in a tile engine.
b)
I'm also interested in translucency, but I'm not too familiar with how it works. I know you can PEEK at colors and then use an equation to find how bright it is. Then you put the pixils down in one shade of color. This would be cool for poping up menus without obstructing your view, however I wonder if it will be too slow to work while animating. I found a prog called POP13 that uses ASM. I will begin tinkering with it until I understand better.
c)
I also like the way Zelda does not have RPG battles, but instead has real-time fighting. This may be going overboard, since I want pix-by-pix scrolling, but it would be cool. I found one impressie QB zelda clone, but no source code. In general, I need help with incorporating AI characters that would walk around towns and talk to you. Would it be too complicated with PxP scrolling? Please give feedback!
I have SO many ideas for RPGs, I just need a game engine that can at least do PxP scrolling and sound FX. If sombody could at least help me with that I'd definitly put your name in the credits of my game(s). ThanX!
1) TILE ENGINE
I want to create a screen 13 pixil-by-pixil tile engine that uses as much of the screen as possible w/o flicker. This is probly my biggest issue.
I found a very nice example that poked tiles to the screen but would flicker if the window i scrolled in was bigger than 100x80 pixils. I also could not find a way to PUT or POKE a tansparent sprite on the map without a ton of flicker. But it was cool to see it smoothly scroll a 180x180 map in that tiny 100x80 window.
If I could I would like to make it full screen, but I don't want to sacrifice speed for memory (ie. Blast! asm pset routine). I have so many ambitious plans that I am afraid of using up all the memory just for screen buffers and have none left for maps, tiles and specialFX.
One idea I had, but suppose wouldn't work, is to read tiles directly from a file to the blast asm buffer to conserve memory. I thought of this when I realized that a bitmap loader I made that used the blast library could load 4 320x200 bitmaps and their palettes in one second including the time for the blast page copy. Is that fast enough if the tiles are stored in a file and can be read and put in the blast buffer just like the tiles in the memory? Or could that work with the map?
I would rather do away with a buffer all together, but have yet to see a good example of a flicker free unbuffered full screen tile engine that scrolled pix-by-pix.
Please help me with the tile engine, I am dying to start this RPG, but can't unless I have a tile engine that works. I will be more than greatful to anyone who can give me tips and pointers.
2) KEYBOARD ROUTINE
Another problem I had is with the keyboard. I use INKEY$ because its easy, but I HATE the delay when you press the key for the first time. I also hate the beeping when I hold the key down too long. I don't know much about how this keyboard stuff works, but all of the examples using INP(96) suck even more than INKEY$.
The only good keyboard program I found used ASM. It had a little circle that bounced around the screen (I think its called Z-Keys or Multikeys) but It was way too fast and it made the screen flicker AND it got really weird after the program ended and started selecting the text.
I would definitly like some pointers on eliminating the beeping and the delay so if you can, please post your suggestions.
3) SOUND
This is one area in which I am totally clueless. I've sifted through a half a million examples, but all of them either don't work or play really poorly.
All I want is to be able to play midi music and if possible wav sound effects. If I could only loop a midi without slowing down the program that would make my crappy games soo much better. I definitly think that sound is an important part of a game.
I have found programs that play wavs, but it sounded like garbage. I found another program to play some odd "midi-like" music format, but it too sounded like crap and I didn't know where to find music in the format.
Personally I prefer midis because they sound like classic video game music and (I think) they are smaller and easier to read than wavs. But I also want sound effects so if possible I want to use both types simaltaniously(sp?).
4) OTHER IDEAS
I have so many ideas, too bad I can't just put my ideas into the head of someone with the knowhow to program them. Here are some other features I would like to incorporate:
a)
I really want to reserve part of my palette specifically for rotation. Just like in sim city 2000, the building designer palette had flashing colors (for blinking lights, water, fire). If certain colors could constantly cycle w/o slowing down the program, I could add color animation to water and fire without touching a pixil and only using a small part of the palette. Can this be done? That would be awsome to have plasma effects in a tile engine.
b)
I'm also interested in translucency, but I'm not too familiar with how it works. I know you can PEEK at colors and then use an equation to find how bright it is. Then you put the pixils down in one shade of color. This would be cool for poping up menus without obstructing your view, however I wonder if it will be too slow to work while animating. I found a prog called POP13 that uses ASM. I will begin tinkering with it until I understand better.
c)
I also like the way Zelda does not have RPG battles, but instead has real-time fighting. This may be going overboard, since I want pix-by-pix scrolling, but it would be cool. I found one impressie QB zelda clone, but no source code. In general, I need help with incorporating AI characters that would walk around towns and talk to you. Would it be too complicated with PxP scrolling? Please give feedback!
I have SO many ideas for RPGs, I just need a game engine that can at least do PxP scrolling and sound FX. If sombody could at least help me with that I'd definitly put your name in the credits of my game(s). ThanX!