Sorry if that came off as a bit accusitive/angry/whatever. There was originally a secondly and thirdly, but I cut a load of stuff out because I have a habit of writing text walls :P.
It’s certainly possible, it’s just a really really big task.
As it is I ‘cheated’ by resorting to splitting the templates across several files and abusing preprocessor defines so I could auto-generate a large number of functions instead of writing them myself :P.
this project is still alive, but its pretty much back from zero since i found that most my old code is ether a mess or not compliant with the newer pokitto library. heres the new run sprite its a bit bigger and allot smoother
still a thing i dont understand and i cant find much info on is the SD card reading files (level data for this game) if anyone knows how that works plz pm me cuz it lies at the core of this game (this game is only going to be playable with a sd card cuz im intending it to be metroidvania and thats not going to fit in flash)
i think i got a solution using 8x8 tiles and having a 4by5 tile sector buffer
atm all other objects are static and at most i think only of adding small tile based enemies maybe i can get away with making these sector buffer a full 8bit buffer. the advantage there is that every sprite in that buffer can use there own color pallets
the red rectangle in image would take about 1.25kB in memory
I was unaware this project was still being worked on. Just tested out your demo from last month. You’re drawing everything direct to the screen? That’s some hardcore stuff right there. Keep at it
Commiting changes now. All the @Hanski and @Spinal goodies will be available on the online mbed PokittoLib in a moment. GitHub repo and mbed PokittoLib are in sync
iv been looking at it and i see its limited to 2bpp wen im looking at 565 to deal with the overlap
my current spites basically don’t render, so it seems i have to persue my own version afterall
small update today
had a very odd glitch in the bottom left corner that lagged the game thats now fixed.
added map loading from sd card, it worked first try which I’m amazed at
still need to work on a more proper map data structure to add additional data like doors and entity placement
since scrolling is really slow in this unbuffered high resolution mode, and the hardware scrolling is currently not implemented in the lib, the game is going to be single screen rooms (think original Zelda)
keeping up with small updates, and also just a way for me to talk about the game development process in general
i know anyone reading this tread will be confused, dont worry you do not have to read this hole thing.
i like to talk a bit about my map process and what tools im using
to design the layouts im using tiled a very well known tile editor and im exporting the single layer levels as csv wich gives a clean list of numbers representing my tile indexes
i than add this just in an array inside a very small c program:
as you can see i basically hard code the data in this little program just for simplicity
(i compile and run this using: gcc main.c ; ./a.out )
this will make a file called MYMAP.DAT, the file type has no real meaning apart from letting users know its data, i assume its the convention for the pokitto
on the pokitto side im using code that @wuuff made
heres the version im using specific to my map format of 22 by 28 tiles, im calling initMap once in main.