Re: [stella] RPG progress
Here's an animation I created, just going upwards from the start:
Hehe, that looks really weird, and kinda cool.
Take a closer look at the water coming in on the last three sprites on the
Okay, I see what you mean. Well the "grass" tile is what I consider the
blank tile. It is tile value 0 and I "OR" in any other tiles from the map
The map definition is divided into 10x10 cells. So each time you
move/scroll and a new row or column has to be filled, usually map data has
to be read from TWO different map cells (unless you happen to be standing
right in the vertical/horizontal middle of a cell). Each move, the first
frame is used to scroll all the visible tiles over 1 and clearing an empty
row or column, the next frame the program fills in tiles from one of the
10x10 cells, then the third frame it fills in tiles from the other 10x10
cell required to complete the row or column. So often you'll see the new
row/column filled partially, then the following frame it will be completely
filled. Since the color shading is done on the fly in the kernal, it won't
shade anything until the tiles are actually there.
Keep in mind that in the real game, you won't be able to move as fast as
you are now, so it won't be as obvious.
I've considered just removing the grass and making that tile blank. The
flicker really isn't that bad at all on my TVs, but removing the grass just
means less objects on the screen flickering at any given time. And maybe
it would make the scrolling look less odd?
I've attached the source. The main stuff you want to look at is in
rpg.asm. The water wrapping to the right is a kernal problem, although I
looked at it on my TV last night, and it's barely visible. But the problem
Manuel showed in that GIF is just a characteristic of the scrolling
system. Without a HUGE improvement in the speed of the map generation, I
don't know of a way to fix it. And rewriting the map generation system is
not something I'm too excited about. It is pretty complicated, and there's
not a lot of memory to spare.
I just hacked that new character display system into the second
bank. Should have an inventory/status screen working soon.
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