Re: [Ohrrpgce] Plan for bigger walkabouts

2009-10-30 Thread Kizul Emeraldfire
On Wed, Oct 28, 2009 at 11:59, James Paige b...@hamsterrepublic.com wrote:

 After Lucier posted this mockup:
 http://i658.photobucket.com/albums/uu304/rlb1626/genesis0055.png

 I wrote this plan:

 http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Plan_for_bigger_walkabouts

 And when I thought about it, it sounds super-easy. Like I am talking
 less than a weekends' worth of work with no obvious technical hurdles. I
 thought I would reproduce the  plan here for quick discussion:

 

 Right now, walkabout sprites are limited to 20x20.

 What if we simply added a new sprite type?

 .PT9  big walkabouts 32 x 40 x 12   640 x 12 = 7680

 The size would be the same as hero graphics (for the benefit of people
 who want to synch battle/walkabout graphics FF6-style). There would be 3
 frames in each direction.

 Or alternatively we might go with

 .PT9  big walkabouts 40 x 40 x 12   800 x 12 = 9600

 Which could still be used the same way, but would allow for squarish
 boss npcs with only minor pixel wasteage.

 In the NPC editor, and the hero editor we would add an additional data
 element for walkabout sprite size 0=small, 1=large. (this would work
 just like the sprite size setting for enemies)

 Big NPCs would be drawn on the map with their bottom center in the same
 place as the bottom-center of small NPCs. There would be no special
 passability considerations for big walkabout sprites, they would still
 use 20x20 passability squares. (any change to that behavior would belong
 in Plan for non-tile-based walking)

 Ideally we want some future version to allow total flexability in sprite
 sizes, but this plan would be super-easy to implement, and would only
 add a very small additional backcompat burden (no worse than what
 already exists for enemy graphics)

 ---
 James


insert request for sprites of a user-defined size like 20×40 or 40×20

*hope, hope* :D
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[Ohrrpgce] [Bug 672] In editor context help?

2009-10-30 Thread bugzilla-daemon

http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=672

--- Comment #6 from Bob the Hamster b...@hamsterrepublic.com 2009-10-30 
08:26:12 PDT ---
(In reply to comment #4)
 If I have some additions/corrections, should I just email you
 the updated ohrhelp folder?

Sure. just zip it up and mail it to me or attach it to this bug.

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Re: [Ohrrpgce] Plan for bigger walkabouts

2009-10-30 Thread James Paige
On Fri, Oct 30, 2009 at 08:20:11AM -0500, Kizul Emeraldfire wrote:
On Wed, Oct 28, 2009 at 11:59, James Paige b...@hamsterrepublic.com
wrote:
 
  After Lucier posted this mockup:
  http://i658.photobucket.com/albums/uu304/rlb1626/genesis0055.png
 
  I wrote this plan:
  
 http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Plan_for_bigger_walkabouts
 
  And when I thought about it, it sounds super-easy. Like I am talking
  less than a weekends' worth of work with no obvious technical hurdles. I
  thought I would reproduce the  plan here for quick discussion:
 
  
 
  Right now, walkabout sprites are limited to 20x20.
 
  What if we simply added a new sprite type?
 
  .PT9  big walkabouts 32 x 40 x 12   640 x 12 = 7680
 
  The size would be the same as hero graphics (for the benefit of people
  who want to synch battle/walkabout graphics FF6-style). There would be 3
  frames in each direction.
 
  Or alternatively we might go with
 
  .PT9  big walkabouts 40 x 40 x 12   800 x 12 = 9600
 
  Which could still be used the same way, but would allow for squarish
  boss npcs with only minor pixel wasteage.
 
  In the NPC editor, and the hero editor we would add an additional data
  element for walkabout sprite size 0=small, 1=large. (this would work
  just like the sprite size setting for enemies)
 
  Big NPCs would be drawn on the map with their bottom center in the same
  place as the bottom-center of small NPCs. There would be no special
  passability considerations for big walkabout sprites, they would still
  use 20x20 passability squares. (any change to that behavior would belong
  in Plan for non-tile-based walking)
 
  Ideally we want some future version to allow total flexability in sprite
  sizes, but this plan would be super-easy to implement, and would only
  add a very small additional backcompat burden (no worse than what
  already exists for enemy graphics)
 
  ---
  James
 
insert request for sprites of a user-defined size like 20 *40 or 40 *20
 
*hope, hope* :D

That is something we want to allow in the future, but this plan seemed 
quick and easy, whereas user-defined sizes is harder, and will take more 
time to get right.

---
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[Ohrrpgce] SVN: james/3022 convert itemstr GOSUB into items_menu_itemstr() SUB

2009-10-30 Thread subversion
james
2009-10-30 10:14:08 -0700 (Fri, 30 Oct 2009)
94
convert itemstr GOSUB into items_menu_itemstr() SUB
Also renamed items() SUB to items_menu() 
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[Ohrrpgce] SVN: teeemcee/3023 No need to use stdcall under windows.

2009-10-30 Thread subversion
teeemcee
2009-10-30 10:44:53 -0700 (Fri, 30 Oct 2009)
37
No need to use stdcall under windows.
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[Ohrrpgce] SDL_mixer

2009-10-30 Thread James Paige
I noticed that the official SDL_mixer prebuilt dll's for Windows were 
re-uploaded on 2009-10-26. I think they may have fixed whatever was 
completely broken about them before (but I don't have a Windows box 
free to test this theory right now)

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Re: [Ohrrpgce] SDL_mixer

2009-10-30 Thread Ralph Versteegen
2009/10/31 James Paige b...@hamsterrepublic.com:
 I noticed that the official SDL_mixer prebuilt dll's for Windows were
 re-uploaded on 2009-10-26. I think they may have fixed whatever was
 completely broken about them before (but I don't have a Windows box
 free to test this theory right now)

 ---
 James

Indeed, everything works now (except I did not test MP3).
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[Ohrrpgce] SVN: james/3024 Convert autosort GOSUB block into items_menu_autosort() SUB

2009-10-30 Thread subversion
james
2009-10-30 11:12:11 -0700 (Fri, 30 Oct 2009)
60
Convert autosort GOSUB block into items_menu_autosort() SUB
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Re: [Ohrrpgce] Plan for bigger walkabouts

2009-10-30 Thread James Paige
On Fri, Oct 30, 2009 at 03:59:59PM -0500, Kizul Emeraldfire wrote:
On Fri, Oct 30, 2009 at 10:31, James Paige b...@hamsterrepublic.com
 
  That is something we want to allow in the future, but this plan seemed
  quick and easy, whereas user-defined sizes is harder, and will take more
  time to get right.
  ---
  James
 
Ahh, I see.
 
Hrm. Well, I WAS going to ask if it be too hard to implement 20x30 as an
additional (non-user-defined) size (like old NES/SNES games with big
sprites, it'd be one-and-a-half tiles tall instead of just one, or two
full ones * I think Dragon Quest VI (for the Super Famicom), among other
games, uses sprites of similar ratios for the main heroes and NPCs), but
then I got to thinking about it and, since they'd be one-and-a-half tiles
tall, moving in one-tile steps would be a tad strange; they probably
wouldn't mesh up with the walls right in areas.

Well, with 32x40 you could just draw your sprites at 20x30. Nothing 
would force you to use the extra pixels around the edge. And walls would 
not matter. For this plan, all NPCs would still act like they were 20x20 
for purposes of walls and movement regardless of what their actual size 
is.

So, instead: when you guys DO get around to implementing arbitrary,
user-defined sprite-sizes, any chance of an arbitrary, user-defined 'step'
(defined in pixels; defaulted to '20') as well? :)

On the wiki there is a Plan for non tile-based walking that covers 
that. Also the idea of tilemap sizes other than 20x20 is not crazy 
(although it is still very far in the future)

---
James
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[Ohrrpgce] SVN: james/3025 split off some of the item-using code in the item menu

2009-10-30 Thread subversion
james
2009-10-30 14:26:12 -0700 (Fri, 30 Oct 2009)
175
split off some of the item-using code in the item menu
into use_item_in_slot() sub. This code is still all
tangled up with the item menu. untangling it is an
ongoing process.
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Re: [Ohrrpgce] Plan for bigger walkabouts

2009-10-30 Thread Mike Caron
It occurs to me that custom sized tile sets (and thus, maps) are not that far 
away. What needs to be done:

- The tile map format needs to be overhauled, so that each tile is expanded to 
16 bits, so we have enough room for tile sets with more tiles.

- All the places where the current tile size is used need to be replaced with 
variables. This is likely the most time consuming part.

- This includes the various editors

- Tile animation will also require upgrading, since it relies on details of 
current tile set sizes. This is probably the most difficult part.

Of course, I'm sure you already have a Plan for all this...
--Original Message--
From: James Paige
Sender: ohrrpgce-boun...@lists.motherhamster.org
To: ohrrpgce@lists.motherhamster.org
ReplyTo: ohrrpgce@lists.motherhamster.org
Subject: Re: [Ohrrpgce] Plan for bigger walkabouts
Sent: Oct 30, 2009 5:12 PM

On Fri, Oct 30, 2009 at 03:59:59PM -0500, Kizul Emeraldfire wrote:
On Fri, Oct 30, 2009 at 10:31, James Paige b...@hamsterrepublic.com
 
  That is something we want to allow in the future, but this plan seemed
  quick and easy, whereas user-defined sizes is harder, and will take more
  time to get right.
  ---
  James
 
Ahh, I see.
 
Hrm. Well, I WAS going to ask if it be too hard to implement 20x30 as an
additional (non-user-defined) size (like old NES/SNES games with big
sprites, it'd be one-and-a-half tiles tall instead of just one, or two
full ones * I think Dragon Quest VI (for the Super Famicom), among other
games, uses sprites of similar ratios for the main heroes and NPCs), but
then I got to thinking about it and, since they'd be one-and-a-half tiles
tall, moving in one-tile steps would be a tad strange; they probably
wouldn't mesh up with the walls right in areas.

Well, with 32x40 you could just draw your sprites at 20x30. Nothing 
would force you to use the extra pixels around the edge. And walls would 
not matter. For this plan, all NPCs would still act like they were 20x20 
for purposes of walls and movement regardless of what their actual size 
is.

So, instead: when you guys DO get around to implementing arbitrary,
user-defined sprite-sizes, any chance of an arbitrary, user-defined 'step'
(defined in pixels; defaulted to '20') as well? :)

On the wiki there is a Plan for non tile-based walking that covers 
that. Also the idea of tilemap sizes other than 20x20 is not crazy 
(although it is still very far in the future)

---
James
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--
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Re: [Ohrrpgce] Plan for bigger walkabouts

2009-10-30 Thread dan155424


 Well, with 32x40 you could just draw your sprites at 20x30. Nothing 
 would force you to use the extra pixels around the edge. And walls would 
 not matter. For this plan, all NPCs would still act like they were 20x20 
 for purposes of walls and movement regardless of what their actual size 
 is.
 

What if we want bigger for certain applications, such as magi-tek armor or 
monsters on the map?
  
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Re: [Ohrrpgce] Plan for bigger walkabouts

2009-10-30 Thread James Paige
On Fri, Oct 30, 2009 at 09:57:38PM +, dan155...@msn.com wrote:
 Well, with 32x40 you could just draw your sprites at 20x30. Nothing
 would force you to use the extra pixels around the edge. And walls would
 not matter. For this plan, all NPCs would still act like they were 20x20
 for purposes of walls and movement regardless of what their actual size
 is.

 
What if we want bigger for certain applications, such as magi-tek armor or
monsters on the map?

That is why I was thinking 40x40 might be a better size than 32x40. 

Obviously the best possible size would be Anything x Anything. My idea 
is centering around the theory that it might be easier to pick a good 
large walkabout size and implement it without waiting around for the 
extra work required to make Anything x Anything sprites possible.

---
James
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[Ohrrpgce] SVN: pkmnfrk/3026 New information! Now, ALL RELOAD nodes can bear children, even if they c

2009-10-30 Thread subversion
pkmnfrk
2009-10-30 17:00:44 -0700 (Fri, 30 Oct 2009)
368
New information! Now, ALL RELOAD nodes can bear children, even if they contain 
a value of their own!

This is less useful than it sounds, but it was easy enough to do. The rough 
equivalent of this would be the following XML markup:

foo
  text
  children.../children
/foo

This reduces the memory footprint a bit, but increases the disk space usage by 
a bit.
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[Ohrrpgce] SVN: james/3027 Re-wrote the inventory menu to split apart the entangled code

2009-10-30 Thread subversion
james
2009-10-30 18:18:37 -0700 (Fri, 30 Oct 2009)
702
Re-wrote the inventory menu to split apart the entangled code
for the main inventory menu, and the hero target picker.

Some cosmetic changes to the picker have been made:
* For cure items, shows the name of your HP or MP stat
* For stat bonus items, shows the name of the stat
* For teaching items, shows the hero names instead
  of showing HP
* The name and count of the item you are using is shown
  right below the picker, instead of replacing the
  item description.
* Remembers the last hero you targetted. (and updates
  the target intelligently if the targeting rules are
  different for the next attack)

I have tested the heck out of this, but please everybody
test some more heck out of it.
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[Ohrrpgce] SVN: james/3028 Minor cleanup to use_item_in_slot()

2009-10-30 Thread subversion
james
2009-10-30 18:36:14 -0700 (Fri, 30 Oct 2009)
36
Minor cleanup to use_item_in_slot()
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[Ohrrpgce] SVN: james/3029 items_menu() SUB no longer depends on REMEMBERSTATE/RETRIEVESTATE

2009-10-30 Thread subversion
james
2009-10-30 18:50:46 -0700 (Fri, 30 Oct 2009)
66
items_menu() SUB no longer depends on REMEMBERSTATE/RETRIEVESTATE
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[Ohrrpgce] SVN: james/3030 Remove the unused atktemp() buffer from use_item_in_slot()

2009-10-30 Thread subversion
james
2009-10-30 18:59:32 -0700 (Fri, 30 Oct 2009)
134
Remove the unused atktemp() buffer from use_item_in_slot()
And replace the atktemp() buffer in chkOOBcure() with an AttackData object
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[Ohrrpgce] SVN: james/3031 convert oobcure() to use AttackData instead of a buffer

2009-10-30 Thread subversion
james
2009-10-30 19:22:22 -0700 (Fri, 30 Oct 2009)
56
convert oobcure() to use AttackData instead of a buffer
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[Ohrrpgce] SVN: james/3032 Convert itcontrol GOSUB block into items_menu_control() SUB

2009-10-30 Thread subversion
james
2009-10-30 20:05:18 -0700 (Fri, 30 Oct 2009)
159
Convert itcontrol GOSUB block into items_menu_control() SUB
Fixed a couple cosmetic bugs with item menu PageUp/PageDown support.
Removed unused atkIDs() cache
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Re: [Ohrrpgce] Plan for bigger walkabouts

2009-10-30 Thread David Gowers
I just posted a scheme over at

http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Talk:Plan_for_raising_sprite_frame_limits

Which might be pertinent
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