View Full Version: * GBA Scenario In The Works *

Scenario Rpgmaker > Scenario Q & A > * GBA Scenario In The Works *



Title: * GBA Scenario In The Works *


dw817 - August 12, 2005 02:58 PM (GMT)
Good Morning !

* It does seem like there is quite a bit of message activity in here so I am going to point out a few things (and hopefully get some feedback) regarding current GBA Scenario in the works.

First, I don't think I can have 100% scripting for everything.
If you will refer to my message

http://geocities.com/dw817/bulletin.htm
for August 11th,

you will see how complex it would be to make ANYTHING at all.

Here is my proposal.
I am still wanting to keep things "sane." That is, if someone plays one world file, they do not find the "math" suddenly shifted wrong, bad, or unusually (and ridiculously) too easy to play.

Using components like prior Scenario with some advantages.
(I've been burning some serious midnight oil to concoct all this !) :)

Since there are 4 players active in the game, here is a suggested layout I came up with:

1. Main player, can cast both RED & BLUE spells which are learned once every 5 levels. Does DMG&HITS/3, weapon is BLADED, single attack

2. Weak Cleric, can cast only BLUE(HEAL & ASSIST) spells which are learned once every 2 levels. Does DMG&HITS/5, weapon is air-borne (crossbow) and it hits a random # of targets

3. Strong Fighter, casts NO spells, Does DMG&HITS/2, weapon is blunt HAMMER, single attack

4. Weak Wizard(stronger than healer but weaker than player), Does DMG&HITS/4, weapon is GLAIVE, hits all attackers, casts only RED(DAMAGE & HANDICAP) spells which are learned once every 2 levels

DMG&HITS refers to the "growing" scale of experience points. Naturally Player#2 has the highest Hits and most amount of damage with a weapon, next in line is the main player, than the Wizard, then the Cleric.

It is anticipated that most games might focus around finding the CLERIC player, protecting them in combat, and then using their healing and defensive spells to get farther than without them.

It is anticipated that along the quest they might find a very strong fighter with no spell ability, but greatly assists hand-to-hand combat in areas that earlier were not possible to travel in.

It is anticipated that later in the game when normal weapons do not affect monsters as much that a Wizard with damaging spells can be found to even the odds. The balance of all 4 players will be a requirement to complete most quests designed (this is my concept on one premise of GBA Scenario) :)

The difference in weapons is directly seen in the critters the player combats against. Birds, bats, and flight-type critters are more subsceptible to the Cleric's weapon, slimes, skeletons, and undead are more to the HAMMER of the Fighter, and blade of the main player to any true living critter that can be sliced, and is not armored in its birth.

Disadvantaged would the player be to fight SLIMES or birds with a sword.
Disadvantaged would the Cleric be to fight TROLLS or BALROGS with a bow.
Disadvantaged would the Fighter be to fight flesh-type with a hammer.
There are no direct disadvantages for the Wizard's glaive weapon.

The Glaive of the Wizard has no design advantage or disadvantage except that it hits all the targets every time, but not with very much damage, unless the Wizard is high-level (which will happen in time).

This table below is not fixed, but suggested to start:
ALL ITEMS
0 NONE
1-16 16 Weapons (some or all of the 4 players can use these)
17-32 16 Armor (some or all of the 4 player can use these)
33 Heal (recover status from ANY negative adjustments)
34-36 3 Potions (heal HITS)
37-39 2 Ethers (heal MAGIC)
40-42 2 Elixirs (heal ALL player hits)
43 1 Miracle (revive from defeat)
44 Fire Orb (same as Scenario Runestone)
45 Ice Orb (same as Scenario Runestone)
46 Bolt Orb (same as Scenario Runestone)
47-49 not used
50 Poison Orb (attacks do half damage to target as well as to attacker)
51 Sleep Orb (NO commands issued until awakened or healed)
52 Power Orb (double attack power)
53 Defense Orb (double defense)
54 Weaken Orb (half attack power to opponent)
55 Break Orb (half armor defense to opponent)
56 Exit Feather (exit out of a dungeon, must be defined)
57 Warp Wing (warp to a city, must be defined)
58-63 Colored Keys 1/2/3/4/5/6 Purple/Red/Orange/Yellow/Green/Blue

Items defined 64-127 are SPELLS (by default do not include 1-32)
Items defined 128-255 are CUSTOM

Adjusters of Poison, Sleep, Power, Defense, Weaken, and Break are active only 4-8 combat turns if used as an item. If cast as a spell, the duration is based directly on the caster's WISDOM.

Instead of limiting a single player's inventory to 8 items, items will be like current Scenario and ALL listed on a single page, including all ORBS, this will also facilitate use of collecting ALL spells instead of a player having to trade out from one in their 8-item-slot, as was pre-conceived.

Critters - need to be at least 32 deep.
I am undoubtedly going to shift the images and add 16 more critters.
This will NOT affect map data.
If I maintain 16 critters alone, the scale from level 1 to 16 will steep too sharply and require the player to defeat 30+ level 1's before they are ready for level 2 critters.

It is suggested that NO values can be entered in for cost of items.
Naturally, you could make a custom merchant, same as current Scenario, but by default, they would have a set price for items.

The weapons/armor may get expanded to 32 deep and have pre-defined elemental variables such as Fire, Ice, and Bolt. Also not all weapons/armor can be wielded by all the 4 players, there will be weapons/armor specifically for each of them, as such items may get as high as 16-per-player-per weapon/armor yielding 64 item definitions alone for weapons/armor !

The NAMES of items will be allowed to change, however, as well as the spells, critters, and critter's "hard hit" attack

It is considered that critters may be able to cast spells, and if this is the case, then there may be custom-defined critters. I am not this far yet.
:)

. . .

I will be checking this message every afternoon during my lunch break (until mentioned otherwise) and try to answer and address everyone's questions, as well as listen (and I hope with an open ear) to other Worldbuilder's suggestions and recommendations for this GBA Scenario underway.

user posted image
.

dw817 - August 12, 2005 09:22 PM (GMT)
Good Afternoon !

Update:

* I have given some thought to my current dilemma in defining elements in GBA Scenario. On one hand, I don't want to allow complete definitions as this would make it ridiculously difficult to build anything from a critter to a healing potion, let alone a treasure chest (and I may not have the memory to do this in any case).

On the other hand, I don't want to simplify it completely with forced definitions that would take away from the creative edge of the Worldbuilder.

A proposed compromise.

Component Scripts:

* In this, I will be resizing the scripts from 17-char. across to 16-char. across and use the first line as the definer (for whatever it is that needs defining) YET still leave it open to direct modification so there are truly no holds barred.

What this means is, with a special Sprite Messenger Icon representing a marker, a check is made for the accompanying data on that line. Data can continue well past 5 lines or 2-3 pages with a few understandings.

Text output will be double-spaced ALWAYS, and not be 5-lines or 3-lines per page. There are no pages. When you use the PAWS icon anywhere in text, it pauses and then continues text, plotting at about 2 char. per second unless you hold down (A) then it goes about 3-lines per second. The advantage here is you can rapidly speed through text without having to pause for a page break and can pause at any time by releasing the (A) button.

I am wracking my brain most thoroughly in keeping with the Sprite Messenger's style in this new definition type.

A mountain would be:
[Def][Tile]12[Block]

taking 5 characters

A script to run at a position would be:
[Def][Map]01,01[X/Y]01

taking 10 characters and the actual Sprite Message to follow after that.

Now, you could use more than one line, but since the definition is entered in one line with room for a few more characters, you CAN lock it all down to one if your script is simple enough.

New SRAM adjustment puts this at 994 lines of 16-char. across script-space available for ALL items and definitions. It will not be too difficult to define critters and items either with a new set of highly simplified commands that make default assumptions if values are not entered. I may shift a few things so comfortably you get exactly 1000 lines storage which would appear better.

Potion would be:
[Def][Item]00,Potion[Hits]+25

taking 15 characters

Critter would be:
[Def][Critter]01,Goblin,Axe
[ChooseRandom][Player][Hits]-~10

taking 15 char. 1st line and 8 char. 2nd line

breaks in script are made either by reaching the end of all definitions or hitting another [Def] mark.

As for defining values like cost-of-an-item, special attributes, and/or custom effects, sound effects, are purely optional and based upon the type of script being defined and values entered, both effect and audio will be determined upon that.

I would like to store ALL data like this, but I DOUBT I will be able to, I will work on paper some more to see if it can be. And, if so, have a script editor that edits any line from any script for true behind-the-scenes adjustments and visual.

Undoubtedly there will need to be more than merely 77 Sprite Messenger Icon Commands so I will be shifting things around to get this space.

A good movie you should see is "Finding Bobby Fischer." I watched during lunch.
No, I am not Bobby Fischer, nor would I ever want to be, but I DO understand what someone goes through when they do excel at something, and everyone else is competing against you rather voraciously.

When I initially posted Windows Scenario several years ago, top RPGMaker programmers were comparing my work to RPG95 ! They said, eh, doesn't come close to RPG95.

* THANK YOU *

I definitely DID want to hear that as I DIDN'T want it to become anywhere close to the complexity and frustration RPG95/2003/2004 had.

Today, I am working towards simplifying all that stuff. So brainpower allowing, I'll get that scripting set-up in GBA Scenario for all elements, including player definitions, default map preference storage, the works. :)

user posted image
.

dw817 - August 13, 2005 01:36 PM (GMT)
Update: 08/13/2005

* Okay, after giving it some thought, here is one premise:

user posted image

As you can see, it is indeed 17 chars, so I will be maintaining my current memory config of the 64k SRAM.

The first character MUST either define the beginning of a definition or script, nothing else. This makes it easy to find everything, not just for the Worldbuilder but for the Testplay module.

The script ?
It's just a sample, and may change over time:

- - -
Start definition for Critter #01
Give it Image #14
Set Critter to 25 Hitpoints
Critter does NEAR 10 damage
Critter defends level 4
Name of critter is "GOBLIN"
Name of special attack is "AXE"
Treasure gained 50% of the time will be a Potion,
NOTE the icon for Potion is PART of the item's name itself and not used as a command, in fact, that icon is part of the customizeable 21-char. set so you can make it appear as anything you want, or define new item icons.

The end marker in the bottom-right-hand corner of the Critter definition is NOT typed and visually appears to aid in marking beginning and endings to definitions/scripts. (it will also probably visually appear in the 18th character slot across instead of the 17th as it is now)

Begin script:
Make a box variable, A to equal a random # from 0-99
IF A<25 then Hits+= near of 10. Critter is FOCUS by default.
Effect sparkles (also on critter), play sound 01 (sparkle)
if A>=25 AND A<=90 then DAMAGE as normal
if A>=90 then HARD HIT Damage using special attack name.
- - -

NOTE, that any inquiry MUST appear as the 1st character to a line
to continue a condition that is met, you can use the THEN on a new line.

If you do NOT use a THEN on the next line, then the line after the inquiry is considered complete so commands after that are run outside the comparison.

There will probably be an ending blue left-facing triangle to end future IF/ENDIF statements for Worldbuilders who want to cram commands after the inquiry

Box variables are NOT recorded (globally) once left the script so you can safely reuse letters A-Z knowing each script they are all reset to 0 (zero) making them local variables not interfering with other scripts.

Current Definition boxes planned (the upside-down L markers) are:

- - -
System Definitions, last map worked on, background music for editor, last x/y tile select for each map, tint adjust, etc.

Pre-game Definitions (This is a parenthesis for definitions, what follows inside is
defined ONCE a new game is requested, so you have two sets of player definitions amongst other things, what they start with in a new game, and their current contents.

Player Definitions (to hold data for CURRENT gameplay 4 characters)

Game Definitions (these vary as game is played and are not related to player data)

Tile Definitions (to make and define scripts for custom tiles)

Item Definitions (to make custom items and who can use and where and what)

Spell Definitions (to make custom spells and who learns at what level, etc)

Critter Definitions (just see above) :)

Map/X/Y Sprite Message Definition (script follows every time)
- - -

Comments, Questions ?

My next step is to figure out how to make a Wizard for these, that is, maintain the concept of pre-defined items/scripts for those people not wanting to muck with the complexity of scripting.

user posted image
.

Jed - August 13, 2005 09:57 PM (GMT)
Ah, this is more than informative, it is involvement.
And I, for one, appreciate this. Thankyou for placing this in the forum.
I have some comments and some questions, as I'm sure many do.
So here I go:

The active players:
I fancy the look and layout that you have suggested here, for sure. It is a strong combination of character types.
I love the glaive concept for the cleric's weapon. I can see how you're going about making each character unique and that's a real bonus to us as worldbuilders.

You mentioned that it will be possible to find players in game. That's excellent. Then too, I'm sure the answer is simple but I feel the need to ask:
Is it possible to lose a player as well?

Items:
The exit feather and the warp wing will provide a welcome addition, a very warm one at that. This is definitely something that will make actual gameplay unique.

How will this affect critters in the dungeon upon warping out? I assume they will remain defeated, or is there some way to reset groups of critters if a warp is used?
Would I be right in assuming that these warping items will be disabled during an actual combat and/or boss battle?

Items on a single page... I like the sound of that, much like it is with Scenario, but I'm not sure how that is an advantage in terms of memory for having 8 slots per character.
Further, does this mean that it will be one page for all four characters? Who share all items?
I see no problem in terms of a game if it is like this.

I like that the cost of items with merchants is as current Scenario, with the opportunity to make a custom merchant with inquiries as usual.

Weapons:
I find it very pleasing to note that the weapons will receive depth of whatever kind.
And too that not all weapons can be wielded by all players. This is all possible due to the way you are setting up the items as a whole, generic definition.

Now for the heavier, chewier meat...
Scripting
Thankyou for the screenshot provided with a possible scripting for a critter in one window.
Is this what it will be like for us as worldbuilders to create each item?
I think I appreciate the complexity this may provide. However, I feel confident with it in my ability to create custom definitions within my own games.
I could also provide examples of anything I make, for future use. I feel the more complex it is, the more it will rely on tutorial and example, but if need be, I can support that. But, I do see this as tricky and need to know more. If it remains as it is, I will certainly have to do my homework before I get making my game, but I more than willing, although I can only speak for myself here.

As you mention, you don't want to resemble the complexity of RPG95 etc...
IN fact, that is what I have always liked about Scenario and have never gone elsewhere, despite my programming background. It is so good to use and I can take full advantage of all of Scenario's functions. The sprite messenger really is a work of genius amongst all the complex number-crunching heavy-scripts that are expected.

Still, the use of icons really does make it a lot more plausible, and easy on the eyes. I feel it may not be too difficult a task...

To clear it up more, what would we as worldbuilders be expected to define, at the start of a game, regarding all 32 critters, all... pre-defined 60 items, then weapons, and then the custom definitions?

And would this be outside of a sprite messenger?

Sorry to ask, but what is the box variable for? Is it for defining how to fight a critter?
That is giving us a lot of power I feel. If it does remain that free, I will be ecstatic. But it is more than I could have ever expected.

(Side note: I love the "less/greater than or equal to" signs <=, =>, they are good icons B) - I feel myself making great use of the inquiries)

To clarify... is the "THEN" symbol the dot found at the beginning of some of those lines in the screenshot for the scripting?
I notice, assuming that is the case, that it is needed for the first section, in the definition of the critter, before the script (ah yes it seems reasonable now it is for combat).

A worry...
What if a mistake is made during scripting? Like putting 101 as a percentage value, or not placing the right symbol down. The danger with scripts is that as worldbuilders it will be very difficult to track down where we make an error unless we are absolutely confident in what we are doing.
I feel that the wizard you are contemplating would benefit in this way, but would demand a lot of coding to provide so much variety. The memory lines may suffer most here I feel.

Whew, this is awesome! I am enjoying this, and I'm not even sure what's going to happen next.
I'll leave it there, no doubt I'll have many more questions to come over you further production, but I'll let you respond and hopefully the concerns of anyone else can be expressed too.
Oh, Bobby Fischer, hey? Yes, he was an amazing individual. I'd be proud to be likened to him. I'd say too, you're doing something wonderful also! Keep it up!

dw817 - August 14, 2005 01:28 AM (GMT)
Hi Jed:

* Well, first off let me tell you that I've been busily coding all day and have some interesting news. Because I have now set everything so ALL information is accessed via the 17-char. across method, then there will be a HARDCODE editor.

Let me try to explain.
It will be sort of like a word processor that lets you scroll from line # 0 - 1116 total lines, and will not be double-spaced appearance but full-screen so it is like a true scrolling word-processor. Absolutely all information regarding the status of the world, your preferences, anything and everything, can be shifted and edited here. You could do some real diabolical work (you cannot break the Scenario but you could mess up a game in progress) here so a copy of SRAM is made first so you can always cancel your changes.

This is - interesting. It's sort of like the MONITOR for the Apple ][+ where you entered *_ machine mode and could directly modify memory.

The most important thing is, if you can't fudge something the way you want with the menu or I hadn't gotten around to coding a wizard for it yet, you can always drop into this editor and patch the Scenario variables yourself. There will be a map MONITOR as well, not a standard map editor but included so you can patch bytes directly to your map.

This is - interesting stuff. You could patch your current Map/X/Y in this base editor and leaving the editor:

user posted image

The map would suddenly change and your cursor X Y location as well as if by magic. It won't be complex either, same 7x7 pop-up text enterer and I'll add the ability to left/right/center/clear/cut/copy/paste lines in time.

This then is the system. It kind of gives me some great breathing room so you can all make your scripts well before Testplay is ever written. :)

Let me answer some of your questions now:

QUOTE

Is it possible to lose a player as well?


* Yes. Very easily. I - don't know the current status I compiled on my site of GBA RPGMaker, it has gone through many revisions now and it still won't compile since I have too many procedures open like the backend of a computer. The command set is quite different as well as cosmetic changes. I have made an icon for HANDS to JOIN a player or with a minus "-" you can CANCEL out a player.

Remember that canceling does not actually delete them, it just puts them "in pocket" until called in the game again.

user posted image

* I see that I'm going to need to copy all 154 chars (or more) so I can illustrate better in here. :)

QUOTE

How will this affect critters in the dungeon upon warping out?


* Ah ! I haven't gotten this far. I think, like Windows Scenario they will regenerate based upon the strength of the overall players, that is. If it's to the player's advantage (expgain) to whack them again, then they'll revive once you leave, exit, or warp the map.

QUOTE

[i]Would I be right in assuming that these warping items will be disabled during an actual combat and/or boss battle?


* Absolutely. Combat and "mapping mode" are very different from each other.
Naturally you COULD make an item to warp out of combat, but I'm not that far yet. And you would insert this script for your EXIT and WARP items FOLLOWED by a minus to show that it's forbidden to run this script under these conditions:

user posted image

A "natural" exit or warp would be to make an item or spell and use the icon that reads tiny XIT (I haven't made it yet)

For WARP, it'll be a ? mark with the "." in the "?" looking like the blue nova, a warp gate:

user posted image

because, remember, it warps you to your choice of warps learned by the player passing over:

user posted image

Which, when crossed, the name of the map the player is CURRENTLY on, the step just PRIOR to warping to THIS map is recorded as the warp place. So if you were to enter a city from above, then if you warped to that "city" you would appear one step above the city outside. You do NOT warp inside. I may make that later, but I haven't seen too many games that record warps INSIDE cities.

Exits are done just the same way.
Prior to entering any warp, the MapXY the player was at just prior to entering is recorded in a temporary "return" Warp Exit. If that map is flagged as OK to EXIT from then you can call Warp Exit to exit the dungeon and appear exactly one step away from where you first entered the dungeon or whatever structure you design.

QUOTE

Further, does this mean that it will be one page for all four characters? Who share all items?


* This is a puzzle.
If I progress the way I am going, there may NOT be forced classes of items and players, since everything can run a script. And of course this means not ALL items would be visible on a page since they can be custom written. If I do this, I will probably give each player an 8-item-bag (as thought earlier) and an inventory bag of 16 items. I can't allow too many items since both items and spells can be custom created, and that could take a lot of that 64k SRAM in a hurry !

If you like, I could make it a joined bag and give it, say, 32 items.
Ah ! This reminds me of the jeweled slots idea I developed years before Scenario.

Okay, a bit on jeweled slots !

Years ago, well before IBM-pc, I thought it would be interesting to play a RPG that used little jeweled bars to represent a TYPE of characteristic of a player. This later got doodled in Turbo Pascal in DOS and I thought of the following:

RED - Weapon
PURPLE - Spell
ORANGE - use-upable item
AQUA - Shield
BLUE - Armor
YELLOW - Accessory

Colors were very interesting to me. I wanted to associate worlds of information through colors and to turn the magic 123-132-213-231-321 I learned when I was a kid into something like a shooter game where the 1st attribute was speed, 2nd was shielding, 3rd was firepower. So the 123-132-213-231-321 gave you =6= very unique spaceships that each had a handicap on an attribute "1" and a strength on another attribute "3", or players in an adventure game, using Weapon/Def/Speed. Quite similar to the jeweled slots idea.

At the cost of taking away a transparent background (sprites & tiles) temporarily while the screen changed, I COULD make a "status" display that had these little jeweled bars where you could juggle them in your hands and lay out 8 of any kind you wanted to players, and if I did this, I would have to consider the possibility of having more than 4 players, quite possibly new ones defined on the spur of a moment directly in a Sprite Message. It really would look natty if I just dotted a colored jewel image beside the slot instead of actually coloring the entire FIELD the jewel color.

I had the idea that SOME players might have 4 arms so they could wield 4 weapons at one time, thus 4 red slots. Some might be serious Wizards so they would get like 4-slots for spells, 1 for weapon, 1 for Armor, NONE for shield and whatever was left goes to items.

I had a concept years later to make ALL attributes icon items of the player.
Including hits. It was neat, you had a buncha hearts in your inventory and when you get whacked by a critter, they randomly disable one of your inventory, which could be your weapon, a potion, a heart, etc. Naturally you get more slots the higher level you were and LESS chance of whacking your weapon, and of course, you always had more than one as a backup. To my knowledge no game of THIS nature has been made either. I thought of battling critters give you experience but some WOULDN'T cause you were too strong so you had to go out and find them. That was pure symbols. Little stars and big stars in the player's inventory. Hollow stars required to fill before the next level was met, and you only got half a star if you fought a monster matching your level.

I was really dreaming up stuff years ago.

There are - many possibilities.
I've had RPGs and RPGMakers on the brain for some-time now. :)

Now before you jump the gun, no, none of this has been done yet, by anyone I'm guessing, and YES it would be a lot of work to put those jeweled bars in current GBA Scenario. It could be done, but right now I am running smack into a nasty little problem by being limited to 154 Sprite Messenger Commands I have so far.

I THINK I'm going to do something really devious here to get more.
A special character like an I in a diamond or something and then ALL characters after that bump up to access to a custom 256 commands, and they might be really rare ones so they wouldn't be brought up in every script. Especially for use in definitions and not standard animation/audio effects used in scripts.

QUOTE

To clear it up more, what would we as worldbuilders be expected to define, at the start of a game, regarding all 32 critters, all... pre-defined 60 items, then weapons, and then the custom definitions?


* Well, the first thing I'll be writing will be the MODEDIT, or some name (I'll think up something fancy in time) :) where you can modify all of the 1117 17-char. lines.

There is a problem.
SRAM. That sucker is only 64k and I can't go around it.
I DOUBT I'll write a data-compressor / de-compressor anytime soon so suffice it to say the following, like it or lump it for 64k, you get the following.

+ 64 16x16 single image tiles
+ 16 16x16 single image Sprites
+ 16 16x16 single image Critters (16 critters only, augh !!)
+ modifiable font upper & lower, including frames and custom game 16x16 floating Sprite cursor

16 25x25 maps using 3-bytes per map cel and an additional 8 bytes per map showing if that map is linked to a switch-name

1117 Script lines, 17-char. each, 1st char representing script TYPE so essentially 16-char. across on each line. ALL game data, world data, player data, editor, etc. will be STORED HERE ..

Now, if I sacrifice custom lowercase letters, custom frame, custom game cursor, and custom 21 8x8 pixel icons to put in messages, then I can have 32 critters, but I DOUBT too many people are going to want to sacrifice that.

I could trim out 120 script lines, but I think space is going to be tight in there for really custom stuff once I put in all the system/game/world required definitions.

It is POSSIBLE I'll make an ability in the editor to shift balances later so you can have more custom images at the cost of less script lines, etc.

Also remember I am using my own graphic editor peaked at 320x224 pixels.
I am already filling all of my custom GBA ROM (included binary files) with RPGMaker images spanning the entire 320x224 screen. To add 16 critters would really mean to make another graphic page and that would be a darn to have to include it separately. Yes, I'm a pain. :)

user posted image

Now, OUTSIDE SRAM I have 256k RAM to work with. Final code size for the engine can be up to 8megs and MOST of this space will be filled with .WAV sound effects and deeply compressed (and looped) music files. Currently I am using a whopping 200k of binary space, the first 64k of it being a carbon copy of "clean" 64k SRAM with sample world and all.

QUOTE

Sorry to ask, but what is the box variable for? Is it for defining how to fight a critter?


* Nope. Years ago I made a simple machine-language writer on the T.R.S. 80 which allowed you to have variables labled A-Z which held a byte of data. These are just that. Variables named a single letter A - Z which hold information. I will undoubtedly in time allow them to hold strings like player's names and stuff, but for now, they are local (gone once you leave your script) and cleared each time you enter a script so there are no worries of it holding a value already.

Undoubtedly there will be call for GLOBAL variables, and as such, these need to be a little meatier so they will be completely custom, up to 8 characters length and hold 8 characters of data. Ah ! You already see another 1st char. definer in the making to define custom variables. :)

That's about the button of it.

Good questions, all of them. Well, it's 8:10pm. I woke at 5am earlier this morning and aside from breaking for an hour of lunch I've been plugging at it non-stop so I'm calling it a night for now. :) DEFINITELY will be coding on this tomorrow.

Jed, THANK YOU for your interest, and your good questions !

Aside from you and about 3-4 other people, I really don't know if anyone else has an interest in my RPGMaker projects anymore. *SIGH* BUT, I =AM= writing this GBA RPGMAKER for myself primarily, so I'll be a happy camper anyway. :D

user posted image
.

dw817 - August 17, 2005 11:10 PM (GMT)
08/17/05

Coding continues:

! SetupGameData (pencil)
+ PlayerData (player)
* GameData (crossed swords)
/ EditorData (block)
# TileDefinition (tile)
i ItemDefinition (bag)
s SpellDefinition (spell mark)
c CritterDefinition (critter)
% MapX/YScript (X/Y)
. script (document)

The leftmost character is the actual character stored in SRAM and the rightmost is the descript of the icon.

There will be an on-board hands-on editor that will let you change any of the 1117 vars wherever you are.

I was anticipating having custom data for NEW GAME so you can start a new game with players who are active, already have items, start with a certain amount of gold, are equipped a particular way, etc. But since there are only 1117 vars of virtual variable storage I will PROBABLY set it like Windows Scenario where you can select a new game but when you do so, your gold is set to 100, the names of each of the 4 players are saved for each the of the new game vars., but NOT much more than that ! That will take 5 vars instead of the predicted 100+, which are better suited for current game position instead of duplicating them needlessly for the sake of a "molded" new game starting data.

Naturally in a NewGame Sprite Message, you can stock the player anyway you like so it's open if you need it.

user posted image

the_ru_mane - August 20, 2005 08:18 AM (GMT)
Well David... I have been rattling my brain trying to think up the solution to my self inflicted problem... but if you know how to work in through... it could benefit your memory problems:

Perhaps you have heard of Doom. If so, or not, Doom had the ability to play custom ".wad" files. These files completely changed the maps, monsters, music, weapons, etc. They were referred to as "mods", short for modifiers.

Point being, If GBAScen can hold everything convieniently in a compact space such as the cartridge, is it possible to work out a upload/downlaod transfer system allowing GBAScen "mods" to replace the default music/sprites/critters/etc. you provide on the cartridge?

Jed and I somewhat brainstormed for an answer, but my lack of programming knowledge set me back in possible solutions. Instead, I chose to lay this concept before you:

*On a PC, if your time permits, a simple Transport Terminal Program (TTP) could be made available to download the entire world file FROM the GBAScen for PC players, or upload individual files, or even world files, for GBA players. Such as midi files to replace default music. E.G. Sprite replacement on Scen '03 spr##, instead let spr## be mus## for which .mid to replace.

I know... "Easier said than done." Right? I am just suggesting what's on my mind, as you had allowed this space for it, no?

A good example of what I mean is Sonic Adventure 2: Battle's Chao garden system:

*On the Game Cube a Chao was a sort of pet you could raise in a garden area of the game; however: They also utilized the GBA for what they called the "Tiny Chao Garden". You could upload your chao to the GBA without a cartridge present; although: it was also made available to you to use the Sonic Adventure game cartridge to SAVE your Chao data on the GBA. This also worked in reverse: Your Chao could be downloaded to the GC and returned to the Big Garden area. This is where I was inspired to suggest the TTP concept I spoke of.

Food for thought, I hope... and good ludk on it... my apologies for open ended problems, but perhaps if I had more programming knowledge I could have secured you a makeshift route. )_)

dw817 - August 22, 2005 11:59 AM (GMT)
Hi Ru(TGF?)

QUOTE

Well David... I have been rattling my brain trying to think up the solution to my self inflicted problem... but if you know how to work in through... it could benefit your memory problems:

Perhaps you have heard of Doom. If so, or not, Doom had the ability to play custom ".wad" files. These files completely changed the maps, monsters, music, weapons, etc. They were referred to as "mods", short for modifiers.

Point being, If GBAScen can hold everything convieniently in a compact space such as the cartridge, is it possible to work out a upload/downlaod transfer system allowing GBAScen "mods" to replace the default music/sprites/critters/etc. you provide on the cartridge?


* I have considered this, but there is a problem.
I don't BELIEVE it is possible (I could be wrong) to append data on to the end of an *.GBA file since both the length and integrity are checked. Now, I MIGHT be able to allocate out a chunk inside memory which can be written to (as part of the program) and work it from there.

Jed and I somewhat brainstormed for an answer, but my lack of programming knowledge set me back in possible solutions. Instead, I chose to lay this concept before you:

*On a PC, if your time permits, a simple Transport Terminal Program (TTP) could be made available to download the entire world file FROM the GBAScen for PC players, or upload individual files, or even world files, for GBA players. Such as midi files to replace default music. E.G. Sprite replacement on Scen '03 spr##, instead let spr## be mus## for which .mid to replace.

* .Mids, Mp3s, .Gifs, .Jpgs, and .Pngs: none of these can be imported.
Only *.WAVs and *.BMPs.

One of the initial problems I see with this, while it's fairly easy for me to flash my SRAM to a cart, it might not be so easy for others. Further, any additional data that is added to the cart is just that, ROM. It cannot be changed. To merge read-only data and write-data to coincide with the same results for each other would be difficult programming indeed.

QUOTE

I know... "Easier said than done." Right? I am just suggesting what's on my mind, as you had allowed this space for it, no?

A good example of what I mean is Sonic Adventure 2: Battle's Chao garden system:

*On the Game Cube a Chao was a sort of pet you could raise in a garden area of the game; however: They also utilized the GBA for what they called the "Tiny Chao Garden". You could upload your chao to the GBA without a cartridge present; although: it was also made available to you to use the Sonic Adventure game cartridge to SAVE your Chao data on the GBA. This also worked in reverse: Your Chao could be downloaded to the GC and returned to the Big Garden area. This is where I was inspired to suggest the TTP concept I spoke of.


* I think I'll stick with 64k SRAM for now.
Future Scenario is planned with direct-modifiable elements such as Sprites, etc. for the very reason, you CANNOT change their images in the system. The GBA Scenario I am working on now, all images can be changed either in Windows or directly on the hand-held unit itself.

QUOTE

Food for thought, I hope... and good ludk on it... my apologies for open ended problems, but perhaps if I had more programming knowledge I could have secured you a makeshift route. )_)


* It's a good idea, Ru, but I'm having enough trouble keeping tabs on SRAM without having to read in additional elements that are read-only as well. I think GBA Scenario will be a good system once finished. :)

user posted image
.

dw817 - September 27, 2005 11:34 PM (GMT)
Hi Worldbuilders:

* Well, I thought I'd give you a clypse on what's happening now.

It's a problem and puzzle; no mistake.

I am starting to flesh out the details for Testplay for GBA RPGMaker and there are a few things that really stick out.

The Sprites. Since they always face down and have no animation steps to speak of, they might as well be chess pieces that slide around .. *SIGH*

I - don't know what to do here.
I can continue to work as I have prepared it so you can indeed edit/draw all the images you want directly on the hand-held GBA unit OR ..

I could include a plentiful supply of ready-make Sprites and Tiles to choose from. Doing this would bump the colors to 256 instead of the current 16, and you could have your true animation like current Scenario with Sprites walking backwards, rotating, and definitely adding more realism to the story.

For now, it's like Final Fantasy 3, imagine that, but with no ability to rotate a sprite or see it's 2nd animation step. Yah - I didn't think you'd like that .. :/

Another concern is, I don't have a ready-supply of 16x16 sprites. Sure, I can make some, but I doubt they'd ever come close to the rich quality of the 32x32 sprites in current Scenario.

AND that possibility exists as well, where I could use 32x32 tiles for GBA RPGMAKER under progress. Some of the disadvantages, no more than 5 vertical tiles seen on the screen at one time and only 9 tiles across. One definite advantage, it'd look great on the screen, definitely visible, but would it make mapping too hard for such a small view-screen ?

This would sure make traveling around that 25x25 area certainly SEEM a greater distance as well. :)

As always, I leave the decision up to you.
Please let me know what your likes/dislikes are on some of the methods I've mentioned thus far, and/or if you have some ideas/suggestions I have not covered for GBA RPGMaker.

Sincerely,
David W
user posted image

MaverickPrincess - September 29, 2005 02:52 PM (GMT)
All of this sounds very intriguing. One question though, will there still be the ability to import sprites from other places or will the sprites available be only the pre-made ones, should you decide to go that route?

P.S. I got hold of my nephew's GBA...exactly how would one transfer, say, a game made in GBA Scenario to there?

dw817 - October 6, 2005 02:56 AM (GMT)
QUOTE (MaverickPrincess @ Sep 29 2005, 02:52 PM)
All of this sounds very intriguing.  One question though, will there still be the ability to import sprites from other places or will the sprites available be only the pre-made ones, should you decide to go that route? 

P.S.  I got hold of my nephew's GBA...exactly how would one transfer, say, a game made in GBA Scenario to there?

Hi MP:

* Well, here's the clypse.
There is something I have forgotten here, very important, and I know a lot of you Worldbuilders out there would rather I HAD forgotten. :)

The system is too complex.
The whole purpose of me originally writing a RPGMaker was so it would be easy to make RPGs. Now while there is undoubtedly a far cry of Worldbuilders out there who relish complexity, I -don't- think I have the background or the patience to work out things as I had planned with this unforgiving and bitingly difficult programming language for GBA DragonBASIC.

A few constants that will not change:
There will be 4 players. It would be infinitely easy for me to get everything back down to 1 player 1 monster for combat, but it would be equally boring.

The premise I kept originally for the -4- primary players, of Fighter, Wizard, etc. will be followed through.

There will be multiple combatants, that is you can get attacked by up to -16- critters at one time ! Just doodle out a 5x5 area, put the player in the middle, have it come anywhere within one space of attackers and you will see you can fit in 16 attackers in there. Naturally that would make for a VERY hard game. :)

A concept I've had in mind for some time now prior to Windows Scenario was a very simple scripting system that offered no Sprite Messenger icons whatsoever but still allowed you to build RPGs.

3-lines of text, 3-pages of text. You specify which MODE and the 3-pages for 3-line text.

MODE 1
Text1, Text2, Text3 - straight-out storyteller

MODE 2
Text1, QuesYN, Y=Text2, N=Text3 - the inquiry, forgets your answer each time

MODE 3
RANDOM Text1 or Text2 or Text3 - the wanderers

MODE 4
Text1, CHECK for item/flag, NotHave=Text2, Have=Text3 & option to REMOVE item and option to GIVE player something and option to REMOVE this Sprite.
This is a key MODE and used to make positional changes in the RPG itself.

This is -clumsy- to what you are used to I believe.
But a lot of beginning RPGs like for NES and company I believe used a method similar to this.

I MAY make a type of script-handler, but perhaps on an original premise before I thought up Sprite Messenger, was a Director principle. That is, you have a videocamera icon, can pick up Sprites, move them, type in text, move them again, etc. Doing this, you could introduce mass animation of more than one or 2 sprites moving at a time.

Editing the "script" would be similar to editing a movie like in the Cartoon Workshop for NES or the Playwriter for the Macintosh computer; very similar.

Since there is only one image per sprite it is with sad ability I would mention it would NOT be any advantage to really slide around sprites, but instead keep it at a puzzle/combat level, where no sprites move, but can CHANGE position based upon flags; similar to current Scenario, but without the animation steps.

Now I know a lot of you out there desperately want to have the Sprite Messenger. Hey, I'm right there with you, but it would be redundant to scroll camera/sprite/NPC if there is only one image for the latter 2. This does not discount the ability of re-positioning sprites based upon flags/switches.

Where does this leave me now ?
Get off my keister and finish up Scenario for GBA.
DragonBASIC, the language it is written in is more than complex, I have no real help files save a single one to explain half the command set (the other half of the command set is NOT documented).

Then plonk back down in much more desired (and quite-a-bit easier!) GFABasic (I have a little over 7megs of Help Files for it) and write out the Sprite Messenger scripting monster I want with up to 8-players and scripting for every single item/spell and even player definitions (you can trade up any of your 4 players with -other- NPCs you meet in the game; each with their own abilities), and of course 8-images (or more!) per sprite.

I noticed that in Final Fantasy 3 there are additional images. First, the known ones that are used in Scenario:
FaceUp 1/2
FaceLeft 1/2
FaceRight 1/2
FaceDown 1/2

Here are the new ones that Final Fantasy 3 uses:
FaceUp(head down)
FaceLeft(head down)
FaceRight(head down)
FaceDown(head down)
FaceDown(head tilt left)
FaceDown(head tilt right)
FaceDown(surprised!)
FaceLeft(crouched down)
FaceRight(crouched down)
FaceDown(unconscious)
FaceDown(laugh 1/2)
FaceDown(waggle left finger 1/2)
FaceDown(waggle right finger 1/2)

Would it be too much to incorporate these into future Windows Scenario ? :)

So where does this leave GBA Scenario ?
Ability to edit names/images for 64 tiles.
Ability to edit names/images for 16 sprites.
Ability to edit names/images for 16 Critters (fixed values)
Ability to edit 16x16 pixel cursor and any of the 127-char. font 8x8 pixels
Ability to edit names for weapons/armor/spells (16 to each player type)
There will be fixed items, no item scripts (see first post in this thread).
Fixed prices for all items.
Weapons/Armor are never figured into a player's inventory, they are worn instantly and any old armor/weapon gets resold immediately prior (like Dragon Warrior 1).
Items are not so much defined as they are tallied. There will be fixed items but a WIDE variety, PowerUp, Weaken, Potion#2, Warp, Exit, etc.

I think by writing this, I'm going to hit an interesting new audience to the world of RPGMakers that may have found initial Scenario to hard to use.

MP, regarding the GBA program, all you need is a 64mbit flash-card (or 8meg flash-card), the software to flash it over, and you're done. Play it direct on the GBA unit itself, or failing to have a flashcard/GBA, you can play it direct in Visual Gameboy Windows 32-bit GBA emulator.

If any of you good Worldbuilders have some suggestions regarding GBA Scenario, please feel free to share them in here. I want this to be a good program with lots of good ideas but also be simpler to use than current Scenario if at all possible.

user posted image

MaverickPrincess - October 6, 2005 02:28 PM (GMT)
Hi David, I'm of the same school of thought that the RPG storylines and the games themselves should be complex but building them should be simple! Which is why I was so glad when Scenario came along. I didn't go to school for programming, you know ;) so pardon me if a lot of the hard core programming stuff goes over my little head.

Now, as for this text system you're thinking about, will the Worldbuilder have to type the text out every time or will the text be similar to the Sprite Messenger, e.g., placed in a separate menu box as choices?

As for the additional sprite animations you're thinking about for Windows Scenario, I'm certain it would incorporate a different system than current one employs. From what you're describing with the additional animations, would it be along the lines of the sixteen-frame sprites that current RPG Maker (XP-2004) employs? Their sprite sheets are 128x192 pixels, huge by current standards. Also, graphic resolution has improved in that regard, as GIFs and JPGs are also being used, in addition to BMPs and PNGs. I'm also aware that current Scenario was ahead of the game in allowing 24 and 32 bit color, and this wasn't an option until 2004.

I have not seen RPG Maker 95 and so I cannot compare. I have seen 2000 and 2003 (and heard about 2004) and think Scenario is much simpler than those two. We're aware that each Maker has its own strengths and limitations, and that no program can be absolutely perfect but we can strive for it as much as possible. We understand and we appreciate your hard work, believe me, we do. Also folks have to remember, when you were writing original Windows Scenario, you were a lone programmer for the most part. The people writing the RPG Maker series are a huge company...

P.S. Thank you for clearing that up, after all it is my nephew's GBA, and I did have to return it to him LOL, but if I put a game in there for him he'll love me more :P

dw817 - October 6, 2005 06:15 PM (GMT)
QUOTE (MaverickPrincess @ Oct 6 2005, 02:28 PM)
Hi David, I'm of the same school of thought that the RPG storylines and the games themselves should be complex but building them should be simple! Which is why I was so glad when Scenario came along. I didn't go to school for programming, you know ;) so pardon me if a lot of the hard core programming stuff goes over my little head.

Now, as for this text system you're thinking about, will the Worldbuilder have to type the text out every time or will the text be similar to the Sprite Messenger, e.g., placed in a separate menu box as choices?

As for the additional sprite animations you're thinking about for Windows Scenario, I'm certain it would incorporate a different system than current one employs. From what you're describing with the additional animations, would it be along the lines of the sixteen-frame sprites that current RPG Maker (XP-2004) employs? Their sprite sheets are 128x192 pixels, huge by current standards. Also, graphic resolution has improved in that regard, as GIFs and JPGs are also being used, in addition to BMPs and PNGs. I'm also aware that current Scenario was ahead of the game in allowing 24 and 32 bit color, and this wasn't an option until 2004.

I have not seen RPG Maker 95 and so I cannot compare. I have seen 2000 and 2003 (and heard about 2004) and think Scenario is much simpler than those two. We're aware that each Maker has its own strengths and limitations, and that no program can be absolutely perfect but we can strive for it as much as possible. We understand and we appreciate your hard work, believe me, we do. Also folks have to remember, when you were writing original Windows Scenario, you were a lone programmer for the most part. The people writing the RPG Maker series are a huge company...

P.S. Thank you for clearing that up, after all it is my nephew's GBA, and I did have to return it to him LOL, but if I put a game in there for him he'll love me more :P

Hi MP & Worldbuilders:

* I've been messing around with some numbers and tables and I think I have a viable solution. Here was my problem.

1. I didn't want there to be 'floating' locations for start to scripts.

2. I didn't want to have to compress script-data and stuff it into 17-char. padded data.

3. I didn't want to have to store all player data as individual elements and variables.

What does this leave ?

Well, I decided that there will definitely be 5 pages of data per "thingie."

A "thingie" is a player, critter, item, or spell.

Scripts for map XY locations are not yet implemented or thought out.

In this, you could bring up a single page (16x5-char.) of data and change it as you like it. For a critter, this would be it's name, str, def, special attacks, the works.

For items it would be name, cost if bought, money gained if sold and use the last 2-3 lines for script information

I think this is going to work far better than I had originally planned, and I should be able to nip out that 1st character with fixed location items so it will be 16x5-char. data per field and no need to 'search' to find stuff, it would be instantaneous.

What does this leave you ?
I am working on Jewel Bars, remember what I wrote earlier ?
Here is the current clypse:
- - -
Jewel slot color=
White = Heavy Armor
Grey = Light Armor
Yellow = Strong Weapon
Orange = Weak Weapon
Blue = Curative Spell
Violet = Modifier Spell
Red = Damaging Spell
Green = Item

So for player #1 it could be in the 8 jewel slots:
White, Yellow, Blue, Red, Green, Green, Green, Green
(ability to cast both Curative and Damaging spells)

For a 4-armed player (space alien?) you could have:
White, Yellow,Yellow,Yellow,Yellow,Violet, Green, Green
(ability to cast only Modifier spells)

For Lara Croft in Tomb Raider she could have:
Grey, Yellow, Yellow, Orange, Orange, Orange, Orange, Orange
With a strong weapon (pistol) in each hand and only light armor,
but room for 5 items to be carried on the person instead of just 4

Now for the 4-players this is not fixed and you can trade out the "jewel" slots any way you like. Also I DO want to set it up so that you have the option of abandoning any of your companions in favor of a completely custom one you find (remember all data for one character is now stored on a single page, so you can define a new player entirely in one script page ? I'm working towards this. :)

That's all from here.
I may mix/merge some of this so I can still recall system variables but the paging of information seems to be correct for what I want to keep it simple.

user posted image

dw817 - October 10, 2005 12:05 PM (GMT)
Hmh Good Morning:

* I seem to have forgotten to post Maverick Princess' new world file so I will do that this Thursday.

After giving some deep thought and deliberation I have decided to do this, and this is now CONCRETE.

Added 16 customizable tiles defined as follows:

8 Anime Portraits (actually companion faces for people that join you in your adventure)

4 Weapons

4 Armor

Added 16 more customizable tiles defined as follows:

16 Items

Items have fixed definitions:
- - -
01. Cure1 - recover 10-15 hits (talisman is active in combat)
Costs 10, sold at ITEMS, talisman costs 10000

02. Cure2 - recover 25-50 hits (talisman is active in combat)
Costs 50, sold at ITEMS, talisman costs 20000

03. Cure3 - recover 100-250 hits (talisman is active in combat)
Costs 300, sold at ITEMS, talisman costs 30000

04. Antidote - remove poison (talisman is active always)
Costs 50, sold at ITEMS, talisman costs 5000

05. Exit - exit dungeon (talisman active outside of combat)
Costs 1000, sold at ITEMS, talisman costs 10000

06. Warp - when outside warp to city (talisman active outside of combat)
Costs 2500, sold at ITEMS, talisman costs 20000

07. Powerball - increase player attack strength in combat for 3-9 turns
Costs 1000, sold at MAGIC (talisman is active in combat)
talisman costs 20000

08. Defendball - increase player defense in combat for 3-9 turns
Costs 1000, sold at MAGIC (talisman is active in combat)
talisman costs 20000

09. Haste - allow player to do 2-hits per turn for 3-9 turns
Costs 1000, sold at MAGIC (talisman is active in combat)
talisman costs 20000

10. SweetOil - Critters don't attack when you walk by,
effective on map approx. 10-25 moves, touching a critter causes combat
(talisman means no critters attack when 1 space away unless touched)
talisman costs 30000

11. Fire Runestone (damage based on wisdom & number of used)
Costs 1000, sold at MAGIC (talisman hits after weapon)
talisman costs 10000

12. Ice Runestone (damage based on wisdom & number of used)
Costs 2000, sold at MAGIC (talisman hits after weapon)
talisman costs 20000

13. Bolt Runestone (damage based on wisdom & number of used)
Costs 4000, sold at MAGIC (talisman hits after weapon)
talisman costs 30000

14. Pillow - recover all hits for player only, but not in combat
Costs 5000, sold at ITEMS (talisman recovers all hits outside combat)
talisman costs 50000

15. Revive - recover one companion, not player to full hits outside combat
Costs 2500, sold at ITEMS (talisman recovers all companions outside combat)
talisman costs 25000

16. Miracle - recovers player to FULL hits upon death in combat
Costs 10000, sold at ITEMS (talisman gives player infinite life)
talisman costs 100000
- - -

An item reaches a talisman ability only through scripting or purchase.
When an item is a talisman it is never used up, it also is used automatically during combat. I have -always- wanted to have the unique ability of having "god-like" properties in a game, especially when you win, and with the 16th item being a talisman, you have unlimited hitpoints and can wander freely.

With the 10th item being Talisman, you can dance right around critters and they won't attack unless you touch them giving you full access to the world at a player's level.

I am -very- excited at this. This is indeed considerably easier than scripting, and -scripting- -may- not be there except at a very simple level.. I haven't decided yet.

Companions are sort of like auto-items that get used up when hit in combat (they appear as Sprite) and the following abilities are defined that they either cast or do in combat 50% of the time:
- - -
01. Powerball (when needed)

02. Defendball (when needed)

03. Cure2

04. Attacks with half damage of what player would do
target is last one player selected

05. Attacks with full damage of what player would do
target is last one player selected

06. Casts Fire with half damage of what player would do
Always all targets

07. Casts Ice with half damage of what player would do
Always all targets

08. Casts Bolt with half damage of what player would do
Always all targets
- - -

There's a bunch of other stuff besides but I can't tell you -all- my secrets till I get it working first !

The good news is, you have 8 anime portraits, 4 weapons, 4 armor, and 16 item custom images that can be drawn directly in the editor. The 3rd weapon auto-hits all attackers so it could be like a Crossbow. All values are pre-defined for the GBA Scenario.

I have planned new Scenario for Windows 98SE but let me finish this one first.
:)

I am pleased that I finally settled down on a believable and workable premise on completing GBA Scenario RPGMaker.

user posted image

dw817 - November 6, 2005 01:40 PM (GMT)
7:40am - November 6th 2005
GBA Scenario UPDATE:

* There will be 16 custom sprites, 4 images to each, using mirrors to create the proper 8 images needed for facing and showing animation for sprites up/down/left/right. The cost is removing the 16x16 images for fixed weapons, armor, companions, and items.

757 script lines expands to a nicer 1345 available by truncating the last information byte per map cel thereby opening definitions for everything, including tiles, therefore no fixed definitions. It appears that there will be 77 Sprite Messenger commands total and 21 custom 8x8 pixel icons saved in the world file.

I am limited to hardware of 2048 8x8 images and tacking on the 64k SRAM with my system character set tops just at.

The cost in removing the 3rd byte per map cel is the locked page # for a Sprite.
Instead, you can specify which page is the primary =locked= one.
This MAY vary, I may be able to store the last locked page as part of the Sprite Messenger definition for the script itself, will see.

Sprites in GBA can be scaled and rotated so there may be some of this available in the future, especially in combat (rotating a sword on to a critter, showering sparkles of snowflakes for an ICE Runestone, etc.)

For more details go here.
http://geocities.com/dw817/bulletin.htm

Hope This Helps !

David




Hosted for free by InvisionFree