VSP pointer?
Displaying 1-20 of 29 total.
12 next
Please enter a numerical value for the importance of this sticky.
Enter 0 to unsticky.
Omni

Is there a "vsp" pointer like in old V2, where you can access graphic data for a tileset?

Posted on 2004-07-13 14:59:45

rpgking

I asked about something like this in the past, but it doesn't seem to be in there now. If it were, it would probably be made an image to conform with the rest of Verge3.

Posted on 2004-07-13 16:56:13

Omni

I see. Well, I guess I'm stuck waiting for the next release, then :)

Posted on 2004-07-13 17:41:14

Overkill

There's two functions for tiles according to the docs:

void BlitTile(int x, int y, int tile, int dest)
void TBlitTile(int x, int y, int tile, int dest)


If you need special effects like rotation or scaling, BlitTile to a new image, then blit that image to the screen with the desired blit effect.

EDIT: Here's my example (untested):

int tileimg=NewImage(16,16);

void TScaleBlitTile(int x, int y, int w, int h, int tile, int dest)
{
BlitTile(0,0,tile,tileimg);
TScaleBlit(x,y,w,h,tileimg,screen);
}

Posted on 2004-07-13 18:21:11 (last edited on 2004-07-13 18:31:03)

Zip

Ehe, but you can't modify the tileset, which is I think the point. Bliting over every tile, is not gonna be a good solution for lots of funky stuff you might wanna do. Ditto for .chr - you can blit over with something else, but being able to access the base graphic would be VERY cool.

Zip

Posted on 2004-07-13 18:54:46

Interference22

Quote:Originally posted by Zip

Ehe, but you can't modify the tileset, which is I think the point. Bliting over every tile, is not gonna be a good solution for lots of funky stuff you might wanna do. Ditto for .chr - you can blit over with something else, but being able to access the base graphic would be VERY cool.

Zip


Indeedy. Blitting is HACKISH and that is plain bad. Fiddling around with VSPs and CHRs would rate very high on my joy-o-meter.

Posted on 2004-07-13 23:23:47

Omni

No, modifying the tileset is NOT the point! I don't want to modify it...I want to display it.

That's great! It means I can create my own custom Render, since I can't edit Verge's renderstring!

EDIT: Ergh. Potentially painful, though I already have an exact version of said Render...in Python code. ...to port or not to port...

Posted on 2004-07-14 01:39:03 (last edited on 2004-07-14 01:39:58)

Omni

What remains now is a little Renderstring problem.

The original V2 render strings were simple. "123E4R" etc.

But now, with layer numbers higher than 9...

Maped uses commas. I personally am a fan of spaces.

"1 2 3 4 12 R E"

Because it lets me use GetToken.

Eh, if Vecna uses another method in his renderstring editing, I'll just change the one in my map enhancer. Though, personally, I recommend spaces for Renderstring separators!

Posted on 2004-07-14 01:47:28

Zip

Man, hate to piss on parade and such, but emulating the verge Render() with BlitTile() is going to be SLOOOOWWW. It's either wait for editing the render string or nothing I'd say. Renderstring is easy to separate even without tokens, as 10 will always come after 1.

Anyway, stop messing around with this stuff and MAK GAMZ!!!

Zip

Posted on 2004-07-14 09:21:06

Omni

NO!

It's not as slow as you'd think. My original engine got about 200 FPS blitting one layer...and I think Verge3 is around the speed of Pygame.

Posted on 2004-07-14 14:22:00

Omni

Well...I made it. And it was as slow as molasses on a cold winter day.

Then I realized I was calling literally one log statement for every tile I was blitting, and about three log statements for every row of tiles on the screen.

Nuked those logs, and it runs pretty darn fast. There are one or two glitches (there's a weird graphical artifact on the edges of the screen where no tile is displayed, and the layer seems to wrap every 100 pixels...which isn't right) but I'm working on it.

I plan on making a version of it just plain renders a single layer to a destination of your choice. The current one tries to add rotation and scaling, and...well, I'm not sure if I want to have a single function that does everything.

Posted on 2004-07-14 17:27:39

Zip

I stand corrected. :D

And I also see how this could be useful, even if the renderstring starts working, if you could do funky things to one layer of your choice.

Zip

Posted on 2004-07-14 23:38:09

Omni

Of course! It's going to be an integral part of my map and entity enhancement library.

..However, whenever real Verge3 renderstrings get implemented, I will use those instead. This is more for a "hey, let's just do this!" rush.

I plan on leaving my custom rendering code in the library, even if I move it to use Verge's real Render methods. It's just so darn...spiffy! :D

Posted on 2004-07-15 01:28:05

vecna

I added this for the next build. Rendering from the tileset was pretty uninteresting since you could just use BlitTile, but this is an image object that points to the real vsp tile data, so you can draw on it, which is where the interesting possibilities crop up that warranted implmeneting from my perspective. and you can ImageShell() that object to get image objects for individual tiles.... gotta be a bit careful with that though.

Posted on 2004-07-22 03:54:13

Zip

OMG! WOOT! KEWL! Er... or something.

Wow, your amazing productivity on this brings tears to my eyes. It's a verge revolution.

Zip

Posted on 2004-07-22 12:15:29

Interference22

Quote:Originally posted by vecna

I added this for the next build. Rendering from the tileset was pretty uninteresting since you could just use BlitTile, but this is an image object that points to the real vsp tile data, so you can draw on it, which is where the interesting possibilities crop up that warranted implmeneting from my perspective. and you can ImageShell() that object to get image objects for individual tiles.... gotta be a bit careful with that though.


Vecna, your level of coolness in my Book of Extra Coolness has just risen from it's previous rating of "Awe-Inspiring" to the new one of "Cooler than Douglas Adams, Warren Spector, Shigeru Miyamoto and Bungie Combined." Thank you!

Posted on 2004-07-23 01:07:01

Alex

Come on Interference, my dead hamster is cooler than Bungie. The last decent thing they did was Myth: The Fallen Lords, about ten years ago. Creating a rather average fps worthy of about 1/10th of its hype is nothing to claim coolness over.

Posted on 2004-07-23 15:02:53

Interference22

1. We're talking combined.
2. Warren Spector has dropped a few levels of coolness post-DX2 but his career as a whole is good.
3. No, Halo WAS good. The end is a CRACKER. I was sweating pure adrenaline during the mad dash for the last ship off Halo. It has it's downs, but the ups are so high they're publically registered as a hazard to aircraft.

Posted on 2004-07-24 01:50:40

Alex

Maybe the end was Ok, I can't really remember it. What sticks in my memory are the overly-long rambly levels, and the story relayed to you via a range of people whispering quietly during firefights. Which is just silly. In fact, I still have no idea what the hell it was meant to be about... Anyway, hamsters are better than Halo.

Posted on 2004-07-24 02:01:10

Interference22

Only my hamster is better than Halo: he looks like a tribble.

Besides, I still hold firm the thought that Outcast is in fact THE finest game ever made. Halo is good, but it's not good enough to make me weep tears of joy: the mark of a TRULY brilliant game. Also happened with Chrono Trigger (no, don't laugh... Grr..) and almost happened with Broken Sword 1.

Posted on 2004-07-24 02:05:56


Displaying 1-20 of 29 total.
12 next
 
Newest messages

Ben McGraw's lovingly crafted this website from scratch for years.
It's a lot prettier this go around because of Jon Wofford.
Verge-rpg.com is a member of the lunarnet irc network, and would like to take this opportunity to remind you that regardless how babies taste, it is wrong to eat them.