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Scenario Rpgmaker > Scenario Q & A > Graphics Offset Issue from an EZ-Flash II



Title: Graphics Offset Issue from an EZ-Flash II
Description: About 3 16x16 tiles off I think..


moongoon - October 24, 2006 12:37 PM (GMT)
This may be just a bad load onto my EZ-Flash II but the graphics seem offset.

Environment:
Gameboy Advance SP
EZ-Flash II 128megabit Cart
EZLoader v2.17 Launch Menu Program

Issues:
* Start menu is offset so that it starts at the righthand side of P in SPRITE
* B button menu cursor is offset so that when you pick the top-right igloo you are actually picking the light blue water 2 tiles left

Didn't go much farther than that as all this happened a few minutes before rushing off to work. Great job! It's very, very cool to see Scenario working on a real Gameboy!!! =)

dw817 - November 7, 2006 12:57 PM (GMT)
MoonGoon:

* This is important information, and I appreciate the debugging !
Please check my scen3.gba with Virtual Gameboy Advance emulator for Microsoft Windows.

If it still has error there, please email me copy of scen3.zip you are using and I will try it here on my GBA emulator Virtual Gameboy Advance. Also, are you using Windows or Macintosh or .. ?

I've put scen3.gba inside Pogoshell and it runs fine on my flash equipment.

I am using:

Visoly Flash Advance Gear Xtreme XtremeLink.
My flashcard size is 8megs (64 megabits) and I believe my SRAM is 256k.

Does Pogoshell run on your flash equipment ?
If not, that could be a problem.

Please let me know as I want user posted image to work for you ! user posted image

moongoon - November 8, 2006 04:27 PM (GMT)
Hey there!

Yes, it works fine on VBA with the VBA.INI you provided. I've tried it on Win 2000 SP4 and XP SP2 no problem. My next step is to see if I can get PogoShell to generate a .GBA file with Scenario in it and load *that* into the flash cart sans its own ROM launcher. I don't think it's a bug with Scenario because it works on your real hardware and in VBA. My guess is that either my flash cart or its ROM loading software offset the location of the graphics somehow. Of course, assembly language to me is two blokes cursing at each other in an automotive factory so don't take my word on it :P

I did change some of the VBA.INI settings to be more generic:

romdir=.
batteryDir=.
saveDir=.
gbromdir=.
captureDir=.


Thanks for writing about your musings on the scripting language for Scenario. I think eventually every RPG engine needs one. Not too much info on how that comes about though :)

dw817 - November 8, 2006 10:02 PM (GMT)
Hi MoonGoon:

* I MAY have the solution.
You said the screen was off-kilter.
I am not resetting the scroll positions for the 4-playfields, except the last one.
I am adding code now to reset all 4-playfield scroll positions.
This should fix that problem.

As of this writing, I am not resetting the scroll position for the logo so if it's off, I can add code to try and fix that too.

I am posting a fan-copy here, you cannot build in this, and it just shows the ability of accessing a large amount of maps by putting a pattern in each one to confirm no map data is being lost even though there are 135 maps. And it has bugs, It looks like I cannot count on RAM to store the bulk of the world file, and will need to access SRAM directly. But the world file will be saved according to what you are actually using.

http://geocities.com/scenari3/engines/scen3a.zip

Please let me know if you like/dislike the large font, I can go small 8x8, but I'm also trying to maintain legibility for a real GBA's small screen, and I cannot have both the 8x8 font and the 16x16 font together without considerable work (and actually I'm not sure how to do it !) :unsure:

I think (for now) I'm going straight uppercase letters in a 8x8 area, giving me back 26 characters for new sprite messenger icons. It's really hard to read those lowercase letters on the small screen.

The fixed room size of 15x9 is PERMANENT. Scrolling in a 25x25 field is not even two screens in size. Also, you will have ability to detail every single of the 135 rooms, including naming them, and building random encounters.




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