Vertical full page fine text scroller

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By MsxKun

Paladin (920)

MsxKun's picture

17-10-2008, 13:02

Hey! I'm not a trouble maker Tongue
You mean Basic Kun is. Cool

By Salamander2

Expert (124)

Salamander2's picture

17-10-2008, 14:11

MsxKun: i'm very sorry MsxKun.
the games that i make run with a lot of bugs and glitches with basic kun.
yes, i have the manual, but i'm still not understand a lot of things
specially with memory management, and I/O nasty bugs and BSODs.
i'm using all basic procedures and custom routines to do scroll, gfx, etc
but with only 11k remaining, i cannot do something good, and
i cannot save any variables into memory or to the disk = BSOD, crashes, etc.

Sad

By ARTRAG

Enlighted (6243)

ARTRAG's picture

17-10-2008, 14:14

Artrag, in how far is this approach different from e.g. what Maze of Galious intro does? It's basically the same technique right?

Actually, I've never played MoG when I was young (well, neither now grown old)
I've to download this game and look for the text scroll you say.

In any case, the trick that makes everything easy is the fact that there is one blank line each two text lines.

Without that, the number of "possible couples" of characters becomes unmanageable without imposing
constrains to the text.

By Hrothgar

Champion (479)

Hrothgar's picture

17-10-2008, 14:21

That's the reason I asked. I have nowhere near the knowledge required to analyze the exact code in MoG but in MEISEI emulator I also recognize two complementary character sets, and at least 7 px blank between the lines.

By ARTRAG

Enlighted (6243)

ARTRAG's picture

17-10-2008, 14:26

MoG rom found going to see

By ARTRAG

Enlighted (6243)

ARTRAG's picture

17-10-2008, 14:33

Just I suggest to use hybrid mode or screen 1, where I move 1/3 of the bytes MoG moves,
but it is the same basic idea (my solution works in one interrupt, MoG code, cannot).

PS
There is ONE tileset, but each character is followed by a blank space.

By Metalion

Paladin (1006)

Metalion's picture

17-10-2008, 23:00

In any case, the trick that makes everything easy is the fact that there is one blank line each two text lines.
Without that, the number of "possible couples" of characters becomes unmanageable without imposing
constrains to the text.

It could be done without a blank line ...
Imagine a window of 7 lines on screen using a set of 7*32=224 characters.
Using the remaining 32 characters, you could dynamically update the full set each time the text moves one pixel up or down.

By ARTRAG

Enlighted (6243)

ARTRAG's picture

17-10-2008, 23:04

Sorry I do not see the idea....
What I said is that the text has to be like this:

Once upon a time, in a far kingdom, ....
<blank line>
the hero succumbed to the evil wizard...
<blank line>
etc etc

In this way, during scrolling, two letters on the same column will never share the same character, as we have always a blank in the middle.

To be clearer, take "O" and "t" in my example text.
While scrolling, I do not need to define a tile that is half "O" and half "t" but only two tiles one mixing "O" and " " and one mixing "t" and " ".

In this away any occurrence on "t" can be represented by the same mixed tile between "t" and " ", and all the occurrences of "O" can be represented by the same mix between "O" and " ".

Without the blank line, I should have dealt differently the case of "O" over "t" by the case of "n" over "t", using, thus, different tiles for any possible couple between the two lines.

By Metalion

Paladin (1006)

Metalion's picture

17-10-2008, 23:19

Forget it ...
I just realized my idea was as simple as making a one pixel vertical scroller in screen 2 Tongue

By ARTRAG

Enlighted (6243)

ARTRAG's picture

17-10-2008, 23:23

Well, maybe you have a good proposal for a general routine of vertical scrolling in screen 2...

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