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| dw817 |
Posted: Oct 5 2006, 04:00 PM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
OK ! Good morning !
I am going to let you know of the progress I am making since I have decided to fully finish Scenario3 for GBA. However, while I may not write much code after this, I will ALWAYS update Scenario3 to user requests. And keep Scenario3 in good working order so it will be an ongoing project, much like Scenario2. Here's the clypse: Currently Scenario3 runs perfectly in PogoSHELL, a kind of Windows for GBA, but I may not have an easy way to extract SRAM for Scenario3 out. Any information on how to do this would be greatly appreciated. http://kuwanger.net/gba/pogoshell/ If you flash it to your GBA card as a single program, however, you can easily use XtremeFlash to SAVE/LOAD new 64k SRAM for that slot of the 4 available. I am VERY pleased to announce that there will be MUSIC and sound effects. It looks like I can store 20 songs each 30-seconds long with repeat. Special effects will be MINIMAL. While you can have rain and fog, twisting the screen like the underwater effect will not be possible. I am also not seeing how to TINT the screen save inserting pattern blocks which will not look very good. I have approx. 64k SRAM per world file. SRAM is Static RAM, that is, you can turn off your GBA anywhere and when it powers back up, it remembers everything in your SRAM. Unlike other RPGMakers, even in this 64k SRAM you will have the ability to edit the images for the 64 tiles, 16 critter images, 16 Sprite images (2-step animation and face UDLR), 96 char. font, border frames, 16x16 pixel cursor, and custom 27 user-defined icons. ALL images are limited to 16-colors ! That is, instead of using true 24-bit graphics, all images are converted to 16-colors. These 16-colors are changeable if you so choose (although I have a default I use), the colors for default are as follows: 00..Black [Transparent] 01..Black [Solid] 02..Dark Purple/Blue 03..Medium Purple 04..Light Purple 05..Dark Red/Brown 06..Red 07..Orange 08..Yellow 09..Green 10..Light Green 11..Blue 12..Aqua 13..Dark Grey 14..Medium Grey 15..White You also have the ability of "tinting" all colors so you can make Orange look more like Fleshtone, or if you need to lighten/darken the colors to see on a non backlit GBA unit. . . . As much desired, there WILL be either 3 or 4 players in the game. And they follow you around much like my G/F calls the parade of the mushroom heads. Fleshing out the SRAM details here is the status: Up to 128 switch names that can (YAY!) be used on ANY map. Prior definition was that you could only have one switch name per map. That is, you could make all the switches on a map but they were all FORCED to link to only ONE switch name. The way I have it now, you can create tiles/sprites that use ANY NUMBER of switch names on a single or all maps if you choose(very similar to Scenario2 so you can make complex maps indeed !) Switches are defined by 6-char. names. They have status as in Scenario2 of being ON or OFF. You will have 16 maps, 25x25 NO wraparound (it was too messy to code intelligently to do Wraparound for GBA). Each map has 3-bytes, 1 for first tile & LockPage flags, 2 for Tile#2/Sprites/Critters and Hidden/Invert flag. 3rd for Switch #. While you do not need to remember the switch #, it refers to the 128 6-byte storage so if you DO rename a switch it affects ALL map switches since it is coded by the 0-127 position solely. All tiles, however, are referred to by the switch NAME so you need never to remember the ID #, and it will be invisible to the Worldbuilder. Locked pages. Due to memory constraints you can only have up to 3 locked page positions per map cel. That is, a careful check is made to ensure that you ONLY have up to 3 locks per any script. Naturally the 1st page is always run in a script, but if you put a lock in your script, then THAT page will be run next time. [Lock] "+" is also in effect to lock the next page without running it if there was a [Terminate] Sprite Messenger command. There are 64 tiles. While I had a bit of fun defining completely custom 64 tiles, I think I will borrow some images from original Scenario2 (like bridge since currently I have 2-bridge images in Scenario3). There are 16 Sprites. All sprites fully animate 2-step and can face UDLR. Much desired and now available will be WANDER. The Sprites can and will by default wander around on the screen. Since all sprites are capable of independent movement, you can write a script to move one or more all at the same time now. Item definitions. Here is my dilemma. I would like to keep things very simple indeed with fixed-item definitions (which would greatly simplify Worldbuilding), but I also have the ability to allow a script for every single item including spells, weapons, armor, etc. While this opens great flexibility to even making custom scripts per tile-type, it may be too complex to call a SIMPLE RPGMaker, which is what I want to build most of all. What are your thoughts ? Item storage. I am at odds in deciding if each of the 3/4 players carry items themselves or if they use a magical and unlimited-space inventory they can all access even during battle (which could take away the complexity and resourcefulness of them each carrying their own items). There will be 4-elements. Included are the 3 from Scenario2, Fire, Ice, and Bolt, but a new one Mystic. Critter definitions can be strong/weak-against and have the ability of casting these elements as spells. Spells, whereas Scenario2 only had 3 attack spells, since you can (unless requested otherwise) write scripts for every spell, this includes increasing/decreasing power/defense to players for the duration of the combat. I am dissecting my Scenario2 to see what would be good for new Scenario3. Tokens. While Scenario2 had tokens they were not well defined. ALL ITEMS including weapons have a 15-char. description. Oh, and text is 15-char. across in scripts, and up to 3-lines down per page display. . . . I think that's about it. In the future I will PROBABLY shut down a large part of my current Scenario site: http://geocities.com/dw817 in opening new area to D/L add-ons specifically for Scenario3. Add-Ons will include custom sound effects, music, graphics, and of course an area where you can post or download World Files written by other Worldbuilders such as yourself. |
| dw817 |
Posted: Oct 7 2006, 03:36 AM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Coding is going well:
* I have made a good discovery about string-handling in DragonBASIC. If you are interested, you can read my article here: http://forums.zhilaware.starfusion.org/viewtopic.php?p=1349 I was having difficulty recalling SRAM items such as current map, location, and tile preferences when you turn off the GBA. Taking into account these string limitations the system is now working quite well. |
| dw817 |
Posted: Oct 7 2006, 10:56 PM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Good afternoon !
* Okee, the scrolling water is giving me real hell. Here's why: Images are stored one-byte per pixel but I am using 4-bits of data to interpret the actual pixel data. Character data is stored in not by the character reference (like Scenario2) but by the next adjacent byte to the next 8 modulos pixel in the same matched character. I CAN have 2-images for water, so I may go to proceed with that. Here's the problem. Plotting tiles takes time. If I want to have animated water without actually having to redraw the screen or portions of, I must directly modify the character data that holds the water image. I think I am going to write a pixel-reference function that will calculate the pixel based upon the character map generation. Then I can scroll the water cleanly, like down diagonally, which will look great ! So far saving the game player information (player data) is working well. It seems like you can only have one save-game position since I am keeping tabs of the locked position for each of the 7500 tiles. Yes, I cut the maps from 16 down to 12 to make room for the 3rd byte of data per map cel so you can have any number of and any type of switch to each map. |
| dw817 |
Posted: Oct 9 2006, 10:58 PM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Good Evening:
YAHOO ! Thanks to the dilligent work of DDLullu, now you can run Scenario from PogoSHELL AND EXIT from Scenario via the menu auto-saving your work as it returns back to PogoSHELL ! This is WONDERFUL ! It also means I can bop out some useful programs in DB for GBA now like a little Checkbook program, word-processor, and phone/data directory assistant. So now PogoSHELL can do what !? Play Nintendo 8-bit games, .MOD music, .MID music, Sega Game Gear games, Master Sega games, Colecovision games, Super Nintendo games, B&W Gameboy games, Color Gameboy Games, read text files, and now run true DragonBASIC programs ! * OK, reading the author's comments on PogoSHELL I have learned the following. The LAST GBA program you run (say Scenario3) unpacks directly into the top slot of four for Visoly's XtremeLink. What does this mean ? Sneaky stuff ! I figured out how to do it ! Well, if you want to transfer your World from the true GBA to the computer, bring up Scenario3, once it is up. DO NOT exit back to PogoSHELL yet. Turn OFF your GBA while it is still in Scenario3 (I auto-save your world file once there is 1/2 second of no key presses), bring up VISOLY XtremeLink and then From Save Games Click on Position [1] then READ from Flash Cart to DISK ! This is a true 100% compatible-with-Visual Gameboy Advance 64k .SAV file ! Make sure it's the same name as the one you are bringing up in Visual Gameboy. You can take this .SAV and continue your Worldbuilding in Virtual Gameboy Advance or any other GBA emulator if you so choose. If you want to LOAD in a new world file to your actual GBA unit, bring up Scenario3 from the GBA unit, once again POWER DOWN when Scenario is up (do not return to Pogoshell !), bring up Visoly's ExtremeLink. This time from Save Games, once again at Position [1] WRITE from DISK to Flash Cart. Use the .SAV generated by Visual Gameboy Advance or whatever GBA emulator you are using. Plug your flash card back in your GBA and bring up PogoSHELL. Once you hit a key in PogoSHELL it will SAY that it just saved off the SRAM for it. What's going on here ? Tricky stuff ! Since we know PogoSHELL must decompress the SRAM to the top 64k SRAM slot every time, then since we exit Scenario3 WITHOUT returning to POGOSHELL, we are directly changing (either reading or writing) new 64k SRAM from slot one. When you bring back up PogoSHELL, it copies SLOT one (which you just modified !) to the Scenario3 game file and it THINKS that it was the save file just made in Scenario3 from the GBA unit. You TRICKED IT ! And you get to work on your World File both in GBA emulator in Windows and directly on the unit itself. The advantage to this ? Since you can now save world files direct to the GBA, you can make a series of sub-directories in your Windows like: [Folder] Default World File Folder [Folder] Suzi's Quest File Folder [Folder] Jack's Big Trip File Folder Inside each of the sub-directories is the SAME NAMED .SAV file, say scen3.sav If you do this, you'll need to rename your Scenario3 to scen3.gba. You want to save the SAME name each time because when you FLASH it to your flashcard, you don't have the ability of renaming files inside PogoSHELL, so decide on a name for running Scenario3 like "scen3" and you won't have any problems ! When you save from your Flashcard to your computer, you can make: [Folder] My Work File Folder Which once again inside that folder you save off the file scen3.sav See how this works ? SO how does one go about posting a World File ? You save off the single scen3.sav file inside a .ZIP file like: "Crystal Sword" and then post it the way you normally do to current Scenario (sending it to me in Email via binary attachment). These world files will be REALLY small too once PKZIPed. About 12k-20k a pop. Not this week but NEXT week I am going to overhaul main Scenario website in anticipation of Worldbuilders for new Scenario3 ! Thanks DDLullu ! |
| dw817 |
Posted: Oct 10 2006, 01:29 AM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Okay, I now have a new Email account.
If you've tried to send me a world file either recently (or years ago) and it seems like I never got it, you're probably right. dw817@yahoo.com I am receiving over 100 Email per day in this box and none of it was requested (READ S P A M !) so it is doubtful I will look in here for Scenario2 or Scenario3 projects and/or inquiries. ALL Scenario3 queries are to be directed here: scenari3@nospammeyahoo.com (remove the n0 5pam me first, and yes there is NO "O" (oh) in that Email address). I will be checking this Email daily to help you with your port to Scenario3. If you have questions regarding Scenario2, well, that's fine, but it is no longer supported, mostly because of Windows incompatibility. Unless otherwise specified, all my work and focus will be towards Scenario3 for the Gameboy Advance. If you need to send in a Scenario2 world file AND I know you, then that's fine too, but my main website is going to get overhauled here pretty soon so while all world files (none will be lost !), they will be removed from dw817 and available from a different yahoo account, like "http://geocities.com/scenario2worldfiles" (not yet active). I will be posting work-in-progress Scenario3 "scen3.gba" this next Monday so you can all see where I am progressing on this. October 16 2006 . . . If you do not have a GBA and/or Flashcard you can still be a Worldbuilder in this program by using Virtual Gameboy Advance, a Freeware GBA emulator found here: http://vba.ngemu.com/ All editing will be done in the emulator or real GBA unit. The advantage here is that now my RPGMaker will run in ANY computer platform (not just limited to Windows) that is capable of emulating the Gameboy Advance, instead of being limited to Windows and version '98 at that. So the Gamepark32 and Macintosh computer which can emulate the GBA will DEFINITELY be able to run Scenario3. More computer platforms means more support ! And of course if you have a Flashcard, you can take Scenario3 on the go ! To beam up your world file, merely PKZIP the single 64k scen3.sav file and binary attach it to the new Email above. That's all from here ! |
| dw817 |
Posted: Oct 11 2006, 08:43 PM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Good afternoon:
OK, after careful consideration and several hours tediously examining what other companies (read: ASCII/AgeTec) wrote in their RPGMakers, I have decided the following: There are no wizards. That is, you do not have a template to define anything. Anything and everything is defined via scripts raw. Here's the clypse thus far: You have 1230 script lines total. Each line is 16-bytes across. Having treasure on a tile costs one line script since you are referring to the NAME of the treasure. Everything else, is defined by one or more script lines, depending upon how detailed you want a definition to be: if "/" then editor variable (7-char, 8-char. storage) if "*" then game variable (7-char, 8-char. storage) if "+" then temporary game variable (7-char, 8-char. storage) if "@" then start player combat script if ">" then start map TILE script if "!" then start critter script if "&" then start item script if ";" then start weapon script if "^" then start armor script if ":" then start spell script if "$" then start item script if "#" then start tile script if ":" then start GLOBAL map script if "." then continuing script line (after start) if "'" then continuing text line (after start) So you can see that the apostrophe ' as the first character will display up to 15-char. across in a message. To terminate the definition of one script, merely start any character besides: period or apostrophe. Locks (to lock doors are merely IDs "A" - "Z", 26 different locks). You get to define an item as a key ID of "A" - "Z" if you so choose. Player Combat Scripts are if you choose to have this player do auto-combat, you will need to write the script on how they handle in battle since nothing is pre-defined or known to the system. You have up to 1230 lines available in scripting so this should be enough to define a good world file. Since everything "floats," that is, there are no set definitions for anything, you get to define everything. All weapons, armor, spells, items, critters, reaction to walking on tiles, entering/leaving maps, etc. A basic intelligence will be done to determine defined item attributes at the time you purchase them from a merchant so you can see how they affect your status if used or readied/worn on your person. There will be =8= MAXIMUM players at one time. While this would be an absurd thing to do (the tediousness of keeping tabs on all 8 of your players), I will probably coerce the system to work with 3 at any one time during game play, yet allow for the definition of 8, and the ability to swap out inactive players with active players. I'm sorry if you were hoping for definiton wizards like other RPGMakers. I know that would make it easier. But I think flexibility is going to be the strongest point of this particular RPGMaker. While I will have the basic script editor complete by Monday, chances are VERY GOOD that quite a few of the Sprite Messenger Command icons will get shuffled around thoroughly until I have settled down on a set of 147 commands which are the maximum allowed in the system I have defined thus far. Tiles and default images should maintain the same unless I am met by someone who provides better 16x16 Sprites or Tiles that could be used as a default template. Couched, Hidden, Invisible, and Inverted tiles will be in effect, just like Scenario2 is currently. Now, this is a curious concept and I wonder if it would be useful. Not now but later I COULD remove the LOCK flag direct from each map cel itself and store it solely in the script definition. In this, you could lock any LINE # instead of just a single BIT that signifies that the page has been locked (and also limiting you to only a single line lock - which is not very useful) I am thinking this might be desireable because it is highly unlikely that anyone would want to run the same script more than once from two different locations AND have a different locked position for calling that same script as a different tile that would somehow RESET the prior position unnaturally. To remove a locked page, you merely reset the index to itself. This could be done simply by starting a new game. I will have to give this more thought .. I was recently doing a Sprite/Collision test. Running all 64 sprites at once does seem to slow it down considerably. I'll add the "wander" class to maps but mapping will be slower if you have to have 60+ wandering sprites on a map visible at one time. |
| dw817 |
Posted: Oct 13 2006, 02:37 AM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Huzzah !
I am coming up for air ! Okay, with a lot of work, I made a library for DragonBASIC that lets me build and use local variables. This is not as easy as it sounds and the actual complete source to this library is over 300 lines long ! - - - dim LocalPullR function LocalPull LocalPullR=LocalVal[LocalVarPage,LocalVarPosN] inc LocalVarPosN return LocalPullR end function - - - While it's not perfect, I CAN use variables integer A - Z and strings A$ - Z$ just like local variables. This will help my coding CONSIDERABLY. Now I am met with the task of having to change my entire existing Scenario3 source-code to make use of local variable access so I can manage it easier later in the future, esp. for the Sprite Messenger routine I am working on. I'm getting there ! ![]() |
| dw817 |
Posted: Oct 14 2006, 01:53 AM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Good Evening: * Well as it turns out my little Local Variable Library is WAAAY too slow. I implemented a small amount of it for my mapper and was not favorable. I MAY not have the Sprite Messenger finished by Monday ! Here's what's working good so far.
Now Intelligent switches for lamps, doors, treasure chests, pull-handles (inverted), new inside-ability now can have ANY number of tiles OR sprites (with background retained for sprites !) on the INSIDE since I am using separate flag entirely. Very smart map plotter, if you plot CEILING it is intelligent and draws just where it is supposed to, same in INSIDE mode, and smart tiles for plotting standard. Ceiling is Tile #63 so can be redrawn to your prefs. Virtual Variable Minder Complete ! Saving off Tile prefs, map positions, etc. Planning mass storage in here for player attributes and ability to define scripts for tiles, maps, critters, sprites, and events. Instead of a fixed curve in mathematics for attributes to game and players, I am leaving everything open architecture so you can change every single value for every item and definition. Rewrote mapper from the ground up for maximum speed ! My coding now uses boolean bit shift mathematics instead of integer adjustments. I.E.: (X SL 1)+1 NAND 255,Y SL 1,(C SL 1)+1+((C SR 4)SL 5) It's much faster now ! Instead of saving a single BIT to tell if a script is locked or not, I am saving directly as part of the (invisible) source-code flags for the script SO you can have ANY position (I am limiting up to 99 locks per map cel, that should be enough). So you can lock a script on any page, ahhm, line #. You do not have visual pages scripting in here like Scenario2 but lines #s., Final Display is smart and will pause every 3-lines or so, yet you can edit full screen scripts (20-lines down, I may adjust to make room for X/Y coords above). Switches are 6-characters, 80 maximum to entire world (I did this so you can see and edit all switches in 30x20 screen- let me know if this is not enough switches, remember this must all be within 65536 bytes, currently this takes 560 bytes, tile/sprite/font images take 22528 bytes and 12 maps take 22500 bytes leaving space for world total 1229 16-char. script/var recordable areas). Switches are intelligent. You can have any number and on any number of maps and like Scenario2 they flip the map intelligently based upon tile/ couched/ hidden/ inverted choices for that map cel. Any treasure (outside of default gain gold) requires a single script line now (of the 1229) since ALL items are defined by 7-char. name. Preliminary graphic work for tile/font/sprite editor underway. All is saved to 64k SRAM. Planned items include debugger window so you can be in Testplay and have a display top-right-hand corner that views flag status for variables, switches, and player attributes. I may allow for this display to appear in the map editor too. What do you think ? To put you through a bit of torture, I thought I'd dig up one of the more popular game-makers today and let you see how debugging is done in it. This is why I write Scenario, to combat complex programs like this. http://www.gamingw.net/tutorials/907 May make you appreciate the simplicity of Scenario2 a bit more. That's it for today ! |
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| Jed |
Posted: Oct 14 2006, 02:56 PM
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Advanced Member Group: Members Posts: 99 Member No.: 2 Joined: 10-June 05 |
Whew, I'll start from the end and work backwards.
Yes, regarding debugging. That is so true. Scenario meets the solutions of manual labour perfectly. That being said, debugging should be accomplished within the code anyway and not be forced upon a worldbuilder. Event error handling and such. SO, big thumbs up! I'd like to know just have fast the mapper will be, will everything be smooth? Map scrolling, character walking, etc? Regarding the switches, if you have a cap of 80, do you mean 80 unique switch names limit? Or, 80 overall including multiple uses of the same switch. For example, if one map is a maze that has corridors that switch the floor around, and this entire map is controlled by just 5 switches that each affect upto 20 different tiles. Will that be 5 switches of memory space used, or 100? Can switches be applied to many elements, like the treasure chests, doors, tiles etc. Something I would have liked to see in Scenario 3 was the ability to overlay and switch around alpha objects, rather than having just one. I certainly like the idea of a debugger window to view current switch status and such items. I'd love to carry around a game I've made on GBA, that'd be great. Okay I'll stop there despite having much more. I'll post again soon. |
| dw817 |
Posted: Oct 14 2006, 09:25 PM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Hi Jed:
* Thanks. (there will be maximum =4= players, not 3, and I am going to TRY and set it so you can define a new character in a script so NO real template is needed to exchange one of your players for another. This allows you essentially unlimited character definitions, built directly from a single entry in the Sprite Messenger.
* What is slow is the map-setup initially (takes about 2 seconds each time you warp to a new map). Actual scrolling the map and characters that are walking across it, once the map has been intialized, is quite smooth. Also, you can have tinting after all. I had forgotten that GBA keeps their tiles/sprite colorsets different from each other. So you can have that neat effect where the background slowly fades to black and the Sprites stay the same brightness (like for a summoning).
* Good question. Actually I've decided on 140 switches. They will be MAXIMUM 3-characters length (Shadow did this nomenclature in his world), and since you must "type" in each switch name with arrow keys, this will make it a bit easier to type them out. Switch editor will be 7 across, 20 down, 3-char. to each, and set flag of ON or OFF. You can have up to 7500 switches in total that can be any of the 140 switches for the entire world file (one to each map cel if you like)
Switches can be applied but ONLY to map cels. If you want to compare or set custom switches for maps, tile definitions, and other areas that do not use a mapped location, you will need to enter the comparison in the script. All treasure chests, doors, tiles, torches, and pull-handles are auto-set to work with switches and change their image according to the switch being ON or OFF. If you plot the opposite tile (an open-door instead of a closed door), the opposite image (closed door) will be used when the switch is set. Same true with locks and warps. (All tile definitions can have 3-char. switches, including warps. So you can turn on/off warps too). Like Scenario2, you can plot 2 tiles in a single map cel and have the 2ndary one appear and in definition when a switch is set. Hidden/Inversion/Couching is available as well.
* Huum .. Alpha objects will NOT be in Scenario. Remember, all images are custom and I am using 22500 bytes to record a 256x176 16-color pixel area. If you want to have an "object" that is, something that is bigger than 16x16 pixels. You can use 4 of the 64 16x16 tiles to build a 32x32 object and tiles ARE inserted on the 2nd layer so you can have the background peek through like a true Alpha Object. In this, you can also apply switches to "Alpha Objects."
* As do I. The Right-Trigger button will not only reset/terminate sprite/critters but also flip switches. I am coding it now to additionally invert a tile (if there is no sprite/switch associated with it). I remember making a game called Orbs of Ankhar years ago for the Apple ][+. Ultima, a popular RPG in this time period used every single key A-Z to represent a command for their game. I wanted to see how far I could get with just the spacebar for every command so I coded it to. Enter City/Attack/Talk/Status(Use item) based upon what the player was facing and/or tile upon. "Dragon Warrior Monsters" for Gameboy Color is a good example of turning a single button into a dozen or more commands that vary upon your surroundings and what you are facing.
* Yep, will be nice. But remember, if you want to code it in Windows, you would use the Gameboy Emulator like Virtual Gameboy Advance. It is quite unlikely I will make a true GFABasic editor to edit world files to maintain compatibility with the system and to ensure compatibility with all the Window platforms. However, I have planned to make a program to transfer it to/from your GBA unit with ability to import/export maps, image sets, and scripts.
* Feel free to ask what you like. I am finishing up the raw data message handler. It will be precursor to a true Sprite Messenger but allow you to edit all scripts for everything, including mapping variables. Access it via available menu MESSENGER. One top entry called "/SRAM" contains the word "SCENARIO." I am using it to check first-time entry to GBA. Do not change this or it will reset your world file. Image editing will be next step after Messenger. Once I've gotten this far I have planned to enter/exit testplay by hitting (Select) 2x, or (Select) again 2x to return from Testplay back to the map editor. Press it a single time to bring up main menu. Hope This Helps ! |
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| dw817 |
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Scenario 3 (way beta) is complete.
While quite a bit is done, I still need to make the global script editor but you can see the rough start of it by selecting "Messenger." OK: (A) plots a tile, or inverts to the last plotted tile beneath cursor. ( (Start) to create Sprite, Critter, Lock, Transport, Warp. (Select) to bring up the main menu. You can change maps here. Left-Trigger to bring up quick tile adjust and enter INSIDE or OUTSIDE Right-Trigger to invert tile, flick a switch, or reverse a locked script/critter state. In most menu selections of choices or tiles/sprites you can tap LEFT-TRIGGER or RIGHT-TRIGGER to select the first or last item. When the image editor is complete you hit (A) to plot your choice tile, or the last tile selected it plotted on top of. Left-Trigger and Right-Trigger will pick colors. That's all for now ! Download Scenario3 from here: http://geocities.com/scenari3 |
| dw817 |
Posted: Oct 22 2006, 09:46 PM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Good afternoon:
* The Scenario site has been updated. I will update the site and Scenario3 engine every week. You can now download the default .INI for Virtual Gameboy Advance emulator, and the latest version of Scenario3 which features a bit more work in the scripter. |
| dw817 |
Posted: Oct 24 2006, 05:21 AM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Good Evening !
(Or Good Morning, depends upon your point of view) Well, it's midnight here and I've made some nice progress. The raw script editor is just about complete ! You can now insert/delete characters, use a little keypad for both Sprite Messenger Icons and upper/lowercase text. The search routine is a bit more intelligent. Use LEFT-Trigger held to act like DEL key Use RIGHT-Trigger held to act like inserting SPACE (scrolling to right) Hit (A) Button to activate keypad. Hit ( Hit ( When scrolling up and down, if held, it will go faster. If you hold ( What is planned ? Basic TESTPLAY will be done by this next Monday ! (The map may not appear correctly for Testplay until the week after). Planned also is the ability to cut/paste script from the middle to the end so you can add as many lines as is needed, and, you can see what you last worked on. The system is still running in immediate mode, that is, while you are entering a script, if for some strange reason you lose power, ALL your work is still already saved. I am modifying the 64k SRAM directly. It looks like the 1st char. in scripts will tell what type the line is, whether it is a: Weapon Define Armor Define Shield Define Rune Define Spell Define Item Define Tile Script Define Map Script Define World Script Define Critter Script Define NPC Script Define Sprite LocXY Define etc. I am going to try and use existing characters but may wind up creating custom original so you can really tell the types apart from each other. Did you like the mini-menu at the bottom with the small icons ? Would you like to see that returned and do away with the text menus that are in place now ? Write to let me know on what you'd like to see in this version of Scenario ! name@yahoo.com replace name with scenari3 to discourage spammers. |
| dw817 |
Posted: Oct 25 2006, 04:17 PM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Good afternoon:
* I was talking with my Dad today about some of the complexities involved in S3 for scripting and how I didn't want there to be anything remotely resembling programming for the Worldbuilder. It has to be a SIMPLE system. I posed the question, you have a Goblin, the Goblin carries an Axe, I want the Goblin to wield the Axe in combat and do damage to one of the 4-players. I want to write a script for this using as few Sprite Messenger icons as possible. He said in the absence of using arguments to call a function or procedure, there would be no way. He said my program is blind. I asked, blind in what way ? He said, if you call a routine, it does not know who called it, and will only return values in arguments .. ... ! ... I understood what he was saying. If I knew WHO or what TYPE was calling it before I actually ran the script, then I could automatically know what arguments to send back the routine ! So, quite simply, you would use: [Call] (looks like a telephone receiver) Axe You wouldn't need to specify that it is a weapon since it would scan all the script lines for anything that says Axe, and going by the definition above knows that it is a weapon. Naturally you have no other items called Axe so it calls the weapon. The "Axe" script could be something simple: [Damg]~25 Which means, returned damage for (one person implied by default) is NEAR 25 points. And since there is no TERMINATE at the end of the line, the next line would be checked. If it started a new definition for an object in your world file, then it would terminate there and RETURN right back to the script that called it, so both the Player and Critter could use the Axe. Phew ! I could've skipped all of this complexity and followed the tried and true method of RMs where the Critter does damage and SAYS it uses an Axe, but this way, you could actually have critters and players both use the same item, including potions, etc. In this, I will probably designate a few damage symbols like: physical, magic, absolute Physical does damage and is encumbered by the target's defense, armor, level, and modifiers. Magic does damage and is encumbered by the target's magic defense, and quite possibly Armor if it is magic armor, level, and modifiers. Absolute does absolute damage, skips all armor, level, and modifiers In this, I am going to need to make a little window to detail out every single Sprite Messenger icon, it's id # and it's name so it can be referred to in this Forum when I need to explain something about it. . . . Additionally, I am putting together all the music that you can select to build your world in. A LOT of it will be MIDI music, including the fave "love3" used for map editing, but will be called, "love." Here is the directory thus far: - - - 10/25/2006 06:36 AM 72,754 $bestitm.wav 10/25/2006 06:38 AM 31,084 $inn.wav 10/25/2006 06:40 AM 22,124 $item.wav 10/25/2006 06:42 AM 27,406 $victory.wav 10/25/2006 12:19 AM 173,910 ancient.wav 10/25/2006 10:40 AM 2,024 begin.sfk 10/25/2006 06:50 AM 501,228 begin.wav 10/25/2006 06:56 AM 152,310 boss.wav 10/25/2006 07:04 AM 235,240 castle.wav 10/25/2006 07:09 AM 162,120 city.wav 10/25/2006 12:13 AM 262,334 combat.wav 10/25/2006 07:20 AM 76,764 credits.wav 10/25/2006 07:29 AM 121,496 dance.wav 10/25/2006 07:23 AM 84,380 danger.wav 10/25/2006 07:26 AM 18,238 darkness.wav 10/25/2006 07:33 AM 139,042 dception.wav 10/25/2006 07:38 AM 218,748 death.wav 10/25/2006 07:44 AM 114,792 deep.wav 10/25/2006 12:03 AM 343,202 love.wav - - - begin.wav is kinna big so I may replace it with another. |
| dw817 |
Posted: Oct 28 2006, 04:40 AM
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Administrator Group: Admin Posts: 272 Member No.: 1 Joined: 9-June 05 |
Good Evening:
* OKay, lots of progress here. Once the map editor is up, hit (SELECT) and choose MESSENGER. Your Raw Script editor uses a little upward facing triangle just beneath the character it is getting to modify. If it is GREEN, then you can enter in a line definition icon If it is BLUE, then you can enter normal text or the variable name. If it is RED, then you are expected to enter the value for this variable name. The 1st character is a special symbol in a colored rectangle denoting the data type. There are 16 types: 01..System Variable (up to 1220 total) Icon is a little PC computer, white background 02..Game Variable (up to 1220 total) Icon is a chalice, white background 03..Custom Variable (up to 1220 total) Icon is a small "+", light-grey background 04..World Script (1 total) Icon is a planet, aqua background 05..Death Script (1 total) Icon is a skull, red background 06..Map Script (12 total) Icon is a map, aqua background 07..Tile Script (64 total) Icon is a tile, aqua background 08..Critter Script (16 total) Icon is a critter, green background 09..Sprite Script (16 total) Icon is a butterfly, violet background 10..MapXY Script (up to 7500 total) Icon is a target, yellow background 11..Item Script (20 total) Icon is a potion, orange background 12..Weapon Script (12 total) Icon is a sword, orange background 13..Armor Script (12 total) Icon is armor, orange background 14..Shield Script (12 total) Icon is a shield, orange background 15..Rune Script (8 total) Icon is a ring, orange background 16..Spell Script (12 total) Icon is a starburst, orange background Once you hit (A) then a 5x5 button-pad will pop up in the top-right-hand corner. Use the arrow keys and (A) to select a keystroke from there. Also use Left-TRIGGER and Right-TRIGGER to change character sets. There are 9 character sets altogether. 1=Misc punctuation 2=Uppercase letters (and default set upon hitting (A)) 3=0-9 digits & misc 4=Lowercase letters + 5=Sprite Messenger Icons for Player control + 6=Sprite Messenger Icons for game definition + 7=Sprite Messenger Icons for special FX + 8=Sprite Messenger Icons for Warp and extra definitions 9=User-defined Sprite Messenger Icons Currently there are 100 Sprite Messenger Icons for commands denoted above with "+" This list will get shuffled around a bit before finalizing position. To exit the raw script editor and return to map editing, hit (Start) Entries are ALWAYS completely recorded even if you power down with an incomplete entry or fail to return to map editing. All world data is still within 65536 bytes limit. Engine will be posted Monday or before. That's all for now ! |
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