You are not logged in.
Lost Password?


Register To Post



 Bottom   Previous Topic   Next Topic

#21
Re: Showing OBJs?
Posted on: 2008/8/14 0:34
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Okay, I'm blowing the dust off of this topic.

While slowly working at getting Yoshi's Cookie working, I've realized that unless I want to do some messy stuff with BGMaps, all the cookies are going to be constructed from objects. Reason: In Yoshi's Cookie, the board seems to be made of a large grid of 8x8 tiles, with each cookie occupying 4 tiles (16x16). Unless I want to do some messy stuff with BGMaps, the easiest way to implement this seems to be to have a large grid of objects, and just modify their char references when necessary. I've already got that system working for the most part....

The problem is that the cursor (upper left corner) is doing some odd things. I have 2 object worlds, one for the cookie grid, and one for the cursor. This looks fine on the display, but when I check OBJ memory in Reality Boy Debug, one corner of the cursor always shows up in 2 banks of OBJ memory. What I mean by this, is that as my program is now, the lower right corner of the cursor is displayed not only in object set 2 (where it should be), but in object set 1 (not displayed) as well. I see this when I check objects in Reality Boy Debug. From what I know, It should be impossible for the same object to in 2 different object ranges (SPT2-SPT1 and SPT1-SPT0), so is this a glitch in my program, or in the emu?

Attach file:



png  dsp00zo6.png (0.50 KB)
1_49c31f0347aed.png 384X224 px
Top

#22
Re: Showing OBJs?
Posted on: 2008/8/14 2:10
PVB Elite
Joined 2003/7/26
USA
1465 Posts
PVBCC EntryCoderContributorSpecial AchievementTop10 PosterHOTY09 EntryLong Time User (15 Years) App Coder20+ Game RatingsPVBCC 2013 Entry
I'm not sure if that's a glitch/bug or not, but it's kind of hard to debug with just a screenshot (which doesn't even show the problem) and no source.

But seriously, I know I encouraged you a lot in this thread to try using OBJs, but I'm not sure why you're using them in this instance.

What exactly is the "messy stuff" which you mentioned? Grids of Chars are exactly what BGMaps are for! It is also perfectly fine to change the Char references in BGMap cells on-the-fly. In fact, the BGMaps for both the grid and the cursor could be easily made by your program in a few for loops, without using anything like VIDE or grit (except for converting the chars themselves).

Actually, with such a small number of chars in use, you could even use a different char for each cell and change the image by editing the chars directly.

But, if you really want to use OBJs, I'll try to help with the cursor problem (?).
Top

#23
Re: Showing OBJs?
Posted on: 2008/8/14 13:51
VUE(xpert)
Joined 2003/9/3
Sweden
442 Posts
PVBCC EntryHighscore Top10 3rdCoderContributorHOTY09 2ndLong Time User (15 Years) DonatorApp CoderPVBCC 2010 1st20+ Game RatingsPVBCC 2013 2nd
Reality Boy/Red dragon doesn't emulate the objects and the object worlds perfectly. My old obj pointer demo shows that, since the objects show up in the wrong worlds under certain circumstances compared to on hardware....
Top

#24
Re: Showing OBJs?
Posted on: 2008/8/15 21:52
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Quote:
Grids of Chars are exactly what BGMaps are for! It is also perfectly fine to change the Char references in BGMap cells on-the-fly. In fact, the BGMaps for both the grid and the cursor could be easily made by your program in a few for loops, without using anything like VIDE or grit (except for converting the chars themselves).

If it's really that simple, then maybe I will switch to BGMaps. The objects thing was getting kind of messy anyway... I'll just have to rework my code a bit to get it to work that way. Shouldn't take too long.

At least I learned a lot about objects this way...
Top

#25
Re: Showing OBJs?
Posted on: 2008/8/23 20:58
Nintendoid!
Joined 2006/3/15
Ecuador
234 Posts
PVBCC 3rdCoderLong Time User (13 Years)
I use BGMAP for everything in my engine and left OBJs for latter expansions... now I have a use for them: particle effects which I'm designing know :-).

jorgeche
Top

#26
Re: Showing OBJs?
Posted on: 2008/8/26 6:03
PVB Elite
Joined 2003/7/26
USA
1465 Posts
PVBCC EntryCoderContributorSpecial AchievementTop10 PosterHOTY09 EntryLong Time User (15 Years) App Coder20+ Game RatingsPVBCC 2013 Entry
@Fwirt: Good luck!

@jorgeche: WOOOOOOT! ;)

(/me loves particles...)
Top

 Top   Previous Topic   Next Topic


Register To Post