I was to birthday today
Well, the main thing is it was somebody's birthday... :D
.. I've sent him all the graphics of TDG via e-mail.
Actually each room can have it's own palette too but if you end up putting a watch on the top screen it will need to have colors reserved in each room's palette for it.
[...] there may be some sort of trade off as is often the case with the DS
There is a global priority setting that can be used for both sprites and backgrounds (value between 0 and 3) so you can place backgrounds or sprites in front of each other. I believe this overrides oam entry position too. I use it to place the room overlays infront of the characters.
I've just finished adding the watch using rotating sprites (oh soooo much easier!) they look a whole lot better. Anyway I had to change to using sprites because drawing over tiles causes problems when using more than 16 colors. Couldn't be bothered trying to figure out why. Perhaps when using 256 colors each tile can only use 16 colors of 16 palettes. I think that's why anyway.
Didn't get this ??? ... are you using 16 colors or 256 colors tiled background? Because if you're using 256 colors tiled background then there shouldn't be any problem. (Anyway using a rotating sprite is easier, of course!)The main thing is by using rotating sprites, it does have the benefit of more detailed hands, and yes.. it is easier.
Didn't get this ??? ... are you using 16 colors or 256 colors tiled background? Because if you're using 256 colors tiled background then there shouldn't be any problem. (Anyway using a rotating sprite is easier, of course!)
void DrawPixel(int x, int y, int colorIndex)
{
u16 tileId = *(BG_MAP_RAM_SUB(BG1_MAP_BASE_SUB) + (x / 8) + (y / 8) * 32);
u16* pTile = BG_TILE_RAM_SUB(BG1_TILE_BASE_SUB) + tileId * 32 + ((x % 8) / 2) + (y % 8) * 4;
*pTile = ((x % 2) == 0 ? ((*pTile &~ 0xF) | colorIndex) : ((*pTile &~ 0x0F00) | (colorIndex << 8)));
}
*pTile = ((x % 2) == 0 ? ((*pTile &~ 0xFF) | colorIndex) : ((*pTile &~ 0xFF00) | (colorIndex << 8)));
if(REG_VCOUNT == 0)
{
REG_DISPCNT_SUB &= ~DISPLAY_SPRITE_ATTR_MASK;
REG_DISPCNT_SUB |= SpriteMapping_1D_32;
}
if(REG_VCOUNT == 40)
{
REG_DISPCNT_SUB &= ~DISPLAY_SPRITE_ATTR_MASK;
REG_DISPCNT_SUB |= SpriteMapping_Bmp_1D_128;
}
Thanks sverx that fixed it! BTW I think I may end up having to use my pixel routine to draw the watch hands now because to use alpha blended sprites you need to have them in 16 bit color mode. When you use 16 bit color mode you can't rotate sprites :(
ATTR0_ROTSCALE | ATTR0_TYPE_BLENDED | ATTR0_COLOR_256
for instance. What you can't do is specify the alpha value per sprite, but I guess you don't need that...So I think okay so I need to have the sprites in bmp mode for the alpha value to work.
You have to turn on alpha blending for REG_BLDCNT (BLEND_ALPHA)
I guess this way every sprite gets semi-transparent, not only those with the flag :-\
Semi-Transparent OBJs
OBJs that are defined as 'Semi-Transparent' in OAM memory are always selected as 1st Target (regardless of BLDCNT Bit 4), and are always using Alpha Blending mode (regardless of BLDCNT Bit 6-7).
The BLDCNT register may be used to perform Brightness effects on the OBJ (and/or other BG/BD layers). However, if a semi-transparent OBJ pixel does overlap a 2nd target pixel, then semi-transparency becomes priority, and the brightness effect will not take place (neither on 1st, nor 2nd target).
The good thing about setting the global sprites to bitmap mode is you can use both tiled and bitmap sprites.
oamInit(&oamSub, SpriteMapping_1D_32, false);
oamInit(&oamSub, SpriteMapping_Bmp_1D_128, false);
m_gfxSub = oamAllocateGfx(&oamSub, SpriteSize_32x32, SpriteColorFormat_256Color);
m_gfxSub = oamAllocateGfx(&oamSub, SpriteSize_32x32, SpriteColorFormat_Bmp);
BTW I can't seem to get sprites displaying on both screens. It's really wierd. I didn't have a problem getting sprites on both screens for Warhawk. Anyway I have made a post about it on gbadev.org here (http://forum.gbadev.org/viewtopic.php?t=16846) so if anyone can help that would be great.
I think the main problem is the space for the text to the left of the menu not being wide enough.
I had the idea of extending the stairs (where your start) to the right and adding an extended hallway to the front door of the mansion. Then another room outside the front door that leads to the front of the mansion. Another interesting part of the game that seems to be missing from the original is Angus McFungus' room! I think we could have a bit of fun adding in some extra tasks or even a whole new mystery to solve. There is also the possibility of making the rooms a bit more custom to each character. Anyway the game is still a fair way off but there are quite a number of additional stuff that could be added to spice things up a bit.
Good ol' Lobo...
What has he let himself in for...?
It is much easier to know where you are with the stylised rooms.
I gonna think, do you have possible to get some feedback from a played xm
I didn't test the last demo on hardware sorry (gotta do that more often). Just checked and there were a few initialization problems (have to set everything to NULL for hardware). So just got it running okay on hardware but didn't have a problem with the sprites. Hopefully that won't be a problem in the latest release. I have a DSLite and R4 so you should see what I see.
Look like F00 does not supported by the MaxMod Player, which normally should stop the tune, but instead it just ignore it.
The main problem is I'm not receiving any message telling me when a song has finished because all the songs are in a single module.
Great point sverx since MaxMod stores samples in a soundbank and if it doesn't store duplicate samples that means we can split the modules up into separate songs. [...] I wish we had of known this before.
It's a similar concept though, a group of people in a mansion, one is the murderer and they are being murdered one by one. The one I remember had a Portrait Painting Peephole (http://tvtropes.org/pmwiki/pmwiki.php/Main/PortraitPaintingPeephole).
Thanks for the feedback guys. Lobo did you complete your puzzle yet? I might need to add a few extra clues in there as it might be a bit difficult to figure out right now.
- I like the idea of having an icon for each object but that would mean Lobo would need to create them all (quite a lot really). Perhaps it's not so necessary?
- You actually don't have to be as close to the characters to ask them questions as much as the original game (I thought anyway). But you do need to be facing them to ask questions. You can actually be 16 pixels away from them to ask questions. I could make them take longer to talk so you have time to ask more questions, but you can ask another question while they are answering one already.
As for "House on Haunted Hill" it's not that, it's an old movie, but I have a few to check out now and will let you know. The strange thing was last night after finishing up on coding an Agatha Christie movie with Poirot came on TV :) (unfortunately was too tired to watch the whole thing)
Okay just sent out the latest demo to Lobo and SF.
which type of puzzle its is? I guess is a original puzzle? But dont spoil it here :-D.
Oh and about the "piece of card" I kept that in to honor the original coder (Sam Manthorpe) ;)
There is probably a bit of padding and alignment going on but still.. pretty amazing IMHO
It's doesn't matter who did it...as long as it's done by monday. :p
And I also had about 3 weeks break from it (it helps with sanity having a break from coding).
Flash, you could do a another little game based on the engine you have or start to learn C++ (or c) now?
I have to apply myself to C for a bit... Little steps first :) .. (how hard can it be - Christ, if HK can code it? LOL)
Oh, I guess a description of the icons in the lower screen is needed. I never remember what each of them means... maybe just something that appears when you select one of them? And are you going to support touchscreen or not?
What I'm waiting on is a reply from the MaxMod forums here (http://forums.devkitpro.org/viewtopic.php?f=29&t=1601).
mmutil -d -b song1.xm song2.xm
Perhaps I should have used your library instead sverx as it sucks when the author of a library you're using dissappears or is not around to answer questions.
SF: Thanks for the music update, it works great now :) I like how it jumps from the tension song back to the main song then stops again. The main reason for this is so there is silence for the murder organ to hopefully give a bit of a fright like the original. Not sure if I'm replicating that well or not though. Anyway ingame you will hear the song about 5 times.
I just love,
"déjà auteurs des excellents remake Manic Miner the Lost Levels et Warhawk DS,...."
It is nice that our work is getting such great attention :)
I just love,
"déjà auteurs des excellents remake Manic Miner the Lost Levels et Warhawk DS,...."
It is nice that our work is getting such great attention :)
I could stop all of you if I was a squirrel.
Oh...and that's because you're all nuts. ;D
Also, it's not that we sit on our asses and just do silly jokes on forums, three games so far are the proof that things are done and well done if I may add, regardless of what gets to be posted in forum. :-*
Nope, that is not good enough!! Sadly, I will have to unleash the HK!
..So yes we're very nearly ready for a demo.
Anyway I don't mind a bit of derailing we do it in every topic, keeps the place alive and it's kinda our little playground so fuck it I say... do what thou wilt to be the whole of the topic! :D
Lobo has a brilliant idea....
My life is over!!
Lobo has a brilliant idea....
My life is over!!
Ugh, a little problem. Briefcase in Dingle's room, it's locked but the key (got it) to open it..I've managed to put it IN the briefcase so now I cannot get it out cause the thing is locked. YAY! :)
So..yeah, you might wanna make it impossible to put anything in locked stuff until they're unlocked.
Now I gotta go play again. :)
There is no sound at all on AceCard II, cant hear anything?
Funny thing is I just tried doing this in the original and it does the same thing lol I changed it so you can't do that and also made the menu system have an 8 pixel inner boundary so you can't move the pointer right to the edge anymore.
I can either make the murders happen very early in the game or just have an extra trigger based on what you're carrying. The reason Dingle's murder happens so quickly is because it's triggered only after 2 minutes from starting the game and you're not in Dingles room. So it's pretty much immediate, then Doctor goes and checks out the scene, then finds you. The rest of murders are set 15 minutes apart which is boring to wait for, but I'm pretty sure it's how the original works. The thing is we are following walkthrough's and not playing the game how it's meant to be played. I guess it's worth changing so there is less waiting around, but what should the early triggers be based on. What you're carrying? If so should the items need to be in the padded envelopes?
... or a very new twist to the storyline
I've never even played this game before, so I really don't know what's going to happen. Well, yesterday evening after some 20 minutes playing I found a dead body. Then that man was alive again (changed his appearance from a corpse to a living person again) and, even if he isn't walking at all, I could question him. No answers, fortunately ;)
Can you give me more info on this? Which character was it? When he came back alive, where was it? This is a very strange bug.
Sashanan: Welcome to the boards and thanks for the feedback :) I think I will have the events trigger earlier if you have the evidence up to the next murder in your inventory. If you're interested in helping beta test I can send you out the current game. If you don't have a Nintendo DS you can run it through the No$ emulator.
Ahh okay I found the bug where you can still question characters who are dead. That is fixed now. Also am taking notes of other suggestions. Fixed most bugs reported so far. Thanks for the feedback guys :)
I do have a DS but it's fully unmodified and I want to keep it that way, so emulation would be my best bet.
Okay spent quite a bit of time implementing loading and saving. This is probably the only thing in C that is harder to do than in asm since you can't just load and save a chunk of memory. Anyway that is a very big and painful job out of the way. So we are very close to finishing now.
I'm curious about that... aren't you using a filesystem? So loading/saving actually shouldn't be anthing else but reading/writing a single C struct to a file, am I mistaken? I'm asking because I've never done that yet and I'd like to know what you did in there...
Are you coding your game using OOP? If so the way I describe is probably the only way to do it in C++.
The way you describe is how I do it, everything is copied into a buffer in another object and then saved to disk in a large chunk.
Sashanan: I'll include you in the next demo send out.
- I am considering changing the 4 pieces of unmarked evidence to marked. Still not definite though but I was going to do this originally and since it's been requested aswell I think it might be worth doing. It will make the game much easier to finish (dunno if that's a good or bad thing really). Also considering having more replies to different objects. I'm not sure about this either, I do want to fix the annoying parts of the original but want to be careful not to over do it.
... and also if you collect all evidence it will trigger murders quicker so less waiting around.
You could do a easy and normal version, where the easy version whould been easier to find the items and marked and the hard they are not marked. Items could also been moved a bit around in the easy mode, so you can complete and enjoy the game 2 times (with full story only in normal mode).... Or something like this.
Some more: also when going close to the right end of a room you can walk up but you can't walk down, the opposite of what happens when going close to a bed.
- Bentley locked me in his room after leaving (!!!) I couldn't do anything else but leave the game.
Hope this helps!
Righty, just finished it finally(**), played on DS (AK 2). Had two white screens at the beginning, lasted for quite a long time (I've almost turned the DS off) but then I remembered that WH had the same thing and the game started after a while.
So...everything seemed Ok, I didn't really tried to break the walls or walk through beds ( here and there I did but couldn't find a hole :) ). The second murder took a while to happen but the rest was faster. Music still sounds 'metallic' somewhat (I used headphones) and it doesn't loop, is it not supposed to loop (dunno what was the latest on that front though so just asking)?
Interface/icons is less confusing now with the actual description, I was waiting for this one so I cannot drink or use what I shouldn't.
All in all, seems quite solid, now for the (**), end...well I got killed. Basically, I had those two items in my inventory proper (blank replaced with regular as well) and as soon as I did the 'accuse' and the lights went off I couldn't access the inventory in order to select the..err, 'item' (spoilers :) ) so I was killed. I did save before it so I tried a couple of more times pressing everything madly while foaming but couldn't, so how did you plan to go about this thing as I can't figure it out?
One more possible improvement I thought of: in the clock room, if the sounds of the click ticking and chiming are two separate sound effects, perhaps it's possible to make it chime on the hour (and the right number of times) rather than one chime whenever you enter the room? It'd be a nice touch.
Not that I'm ever still playing by 10 am but... :P
I must admit, I really like that idea :) It would give the gameworld a little bit more reality.
I have thought about that too. I already have the clock showing the real time so I guess it would be nice to have it chime correctly too. Well I still have about a week before release so probably will add it sometime.
I checked it in ModPlug Tracker and it sounds fine there so it must be the conversion by MaxMod.
Also I'm not sure if we should have the song play again after the "tension" music when a murder occurs. What do you think?
[... ] as complete silence is kinda...weird.
or even hear a piano playing from a very far room...
Until the second murder, anyway? :P
I've sat and played for about 30 mins I think, but I didn't get anywhere and people were dying left and right (well, 2). :)
sverx: Pressing left or right is supposed to cancel out of the menu selection (as in the original) and I just tried and it works for me.
Rpg type games are not for everyone, and this is probably not a style of game I will make again. Anyway thanks for giving it a try! :)
What's 'CRAVATEE' btw?
The necktie (or tie) is a long piece of cloth worn around the neck or shoulders, resting nowadays under the shirt collar and knotted at the throat ...
You can strangle someone with a CARRAT?
Wow!
Ok, I already knew what a tie is, (it's Cravatta in Italian, so even closer to 'Cravate') what I don't know is why it's not CRAVATE with no little E on the right...
[...]the reason that there's a small 'E' at the end is because 'E' means Evidence Item, a latest addition. You'll see this small 'E' on every piece of evidence in game.
THERE ARE 10 ENVELOPES ALL MARKED 'EVIDENCE' YOU MUST FILL ALL OF THEM BEFORE YOU SOLVE THE MURDER. MOST EVIDENCE IS MARKED WITH AN E.
WOOTSIE? Released today? HUURRAAHH!
:D :D
Happy birthday dude, may you do a lot of cool games in the future and find ladies without sharp objects! 8)
"Re: (No subject)
« Sent to: Flash on: December 25, 2008, 12:04:11 AM
--------------------------------------------------------------------------------
Thanks mate Merry Xmas to you too. It's certainly been a lot of fun helping set up this cool website and thank you too for inspiring me to get back into coding the DS as well as starting my own retro collection.
Look forward to seeing what we come up with next year"
Crap, that was the longest 7 minutes it took me to cross the street and grab the bottle of vodka! :)I hope you did not slip!
Now onward tosloshingdrawing!
I hope you did not slip!
Well done SF for the post.
btw, is it Monthorpe or Manthorpe? ;) Check the spelling in the announce post...
(and... ahem... do you need an additional coder / beta tester for your next *secret* game ... ? :D )
Hehe..did you sacrifice the virgin yet? ;D
Couldn't find any... ;D
You can never have enough beta testing, or suggestions.
Well, at the moment both HK and myself have enough to keep us busy nicely. HK and myself coding together works well as we live opposite each other (world wise), so we can code in turns.
EDIT: Hold on, upon further inspection, Headkaze made the post... That last paragraph on it's own does tend to indicate that Sam coded the DS port.
BTW I must admit I am a little dissapointed that I gave an intro screen to Retro Remakes and they don't have the decency to reply to my PM's or make a news post... I really feel a little shafted here.
Last day on the intertits for me for a few days by the looks of things. Whoops, who didn't pay his bill so he could have Christmas instead Wink
Just so no-one thinks I've died or anything, obv. Cheesy
So, any news posting/achieveyment stuff or whatever won't get done till after Xmas as I'm officially doing fuck all but working on my game today!
but lets face it it's bad journalism not to get it right.. we've had this debate before about copy and pasting news is not a good news site does make.
This is a pretty awesome remake. It's a shame to see that it's not an official port. You think quality work like this might get the attention of the license-holders in order to work a deal.from here (http://www.gonintendo.com/viewstory.php?id=108733)
This looks like a dream come true, a remake of one of my favourite c64 games! I? would go as far as to pay to play a remake of it, and this is free!from here (http://www.youtube.com/watch?v=MkRbqV8txdc)
Thank you thank you thank you!!
As for TDG on RR, yeah man, let it all come in the time, no need to rush Bob or anyone as difference about posting it now or in 5 weeks is not gonna do anything really. I know he or someone else will post it but this is the most busiest time for many (party party!!!) so, hehe just wait for it as it proves that alcohol and games do not work (well, it does in my case but that's different). :D
Well, you didn't have to wait too long - it's already been newserised. ;)
Thanks RetroRemakes! Still.. I am curious about the history of the site.. like who started it etc. Does anyone know?
sverx: Flash and I had a chat a while back and both agreed to give you access to the team area (Lobo and SF had already made it clear they felt the same way).
While we are not in need of another coder right now we wanted you to be able to follow our progress and be a part of the development process. We may end up expanding into something bigger later down the track so who knows what the future holds? Anyway I'm sure we will all benefit from your input and hope you get something out of it aswell :)
This is a pretty awesome remake. It's a shame to see that it's not an official port. You think quality work like this might get the attention of the license-holders in order to work a deal.
I guess you missed this post (https://retrobytesportal.gameex.com/index.php?topic=267.msg5162#msg5162) of mine... ;)