Heh, that's me, too But, there are open-source clones of Mario Paint, so, why not make one that saves MML? Actually, the Windows one I use (Mario Sequencer) saves a fairly simple file format that could be converted pretty readily, plus the sounds are all .WAV files in a folder, so they can be changed out to match the actual VB "instruments". It would at least get programmers started with a way to make a prototype of what they want the music to sound like, which then gets handed off to an actual musician for polish.
That's a good point, though Mario Paint style doesn't translate to VB particularly well... the "instruments" are more complex than the VB does, and everything is short duration notes. Musagi ( http://www.drpetter.se/project_musagi.html
) could possibly get us close to a working VB music generator, though the output isn't musically pleasing on its own without knowing something about music... so it still doesn't help me ;) .
I've got a working, albeit not comprehensive, version I split into .C and .H files. I've been slowly cleaning it up and adding to it. It might be a good base to work from.
Yeah, if you've got a good base, please post it here, or you could email to me if you'd prefer.
It's attached. I'm still not a very good C programmer, so the two .h files is all I could come up with to solve some cryptic compiler errors. You can probably eliminate the hack, for which I would be grateful.
Thanks... I'll check it out!
Oh, I didn't know you weren't using dasi's port of that printf routine. It works great with bgmap_print type stuff. But, I wasn't really talking about debugging. For that, I think we should work on a link-port option.
No, I was talking about text output in an actual game, such as an RPG, inventory adventure, etc. I would especially like to work on features like those found in the Paper Mario games, like "shaking" text for scared people, different sizes for yelling and whispering, etc.
Ah... that's right... I need to try the pos_printf() or whatever that was. But I'm talking about both debugging output as well as normal in-game text. I like to use text functions for things like score, pause screens, dialog, etc. But for shaking text and stuff, couldn't you just use a specific world for that text, printf to it, then move the world? Resizing text would be a little tougher, unless you used Affine, which would probably be overkill.
I actually prefer objects over BGMaps because of their versatility, but they are a bit of a pain to manage. If you want to "generalize" object management, you have to come up with some way of allocating objects, and then keeping track of them. This should be easy, but might have some nasty overhead. I have my own more hackish solutions to this problem...
Yeah, I've done some OBJ management, and yes... there's overhead allocating, managing, etc... but I mostly just find it to be annoying to deal with. My problem is that 8x8 is pretty small, so if you want enemies that are 32x32 or so, you end up having 4x4 objs, and for moving, you need to move 16 OBJs, and say the enemy turns around... rather than just flipping the chars, you need to flip as well as reorder the chars. This gets tedious, since some enemies could be 32x32, others could be 48x16, etc. A library that would allow operations on a "collection" of OBJs would be really nice IMO. Basically, if we had something that allowed BG-like control, but without the limitations of only 1 BG per world.
There's also the specifics of using OBJs which tend to cause confusion... like the SPTx regs.
As a parting note, I would prefer it if whatever gets added to the pool is not tied down to an IDE. Personally, I develop in Vim and terminal, so having to use an IDE would be frustrating for me.
Yes, of course nothing would be tied to an IDE... but an IDE is nice to just jump in and get going without needing to deal with configuring stuff that's not really related to what you're trying to make.
GDB. 'Nough said. :)
Yeah... I'd like to get the USB link adapter set up to work with GDB... but I don't know nearly enough about GDB to do this at the moment. Do you know the inner workings of GDB to help with this?