typedef bool PixMask;//Pixel Priority Maps are really just a bunch of bool's
//Transparency and layering GFX functions
void draw_sprite_ppm_32(BITMAP* src, BITMAP* dest, signed long int dx, signed long int dy, PixMask* ppmask, bool show);
void draw_sprite_ADD_32(BITMAP* trans, BITMAP* dest, signed long int dest_x, signed long int dest_y);
//Greyscale brightness functions, etc.
void bmp_ADD_32(BITMAP* bmp, unsigned char value);
void bmp_SUB_32(BITMAP* bmp, unsigned char value);
void bmp_NOT_32(BITMAP* bmp);
void bmp_AND_32(BITMAP* bmp, unsigned char value);
void bmp_OR_32(BITMAP* bmp, unsigned char value);
void bmp_XOR_32(BITMAP* bmp, unsigned char value);
Simion32 wrote:Also, although it's not a graphics function in itself, I've also managed to do this:
Actually, the reason they didn't use such precise priority was because the SNES can only handle priority for 8x8 sub-tiles... if they did use any priority it would have looked strange. EDIT: Layer 3 could have been utilized to display the walkways with priorty (this would look excellent), but they used Layer 3 for the light coming from the light fixtures that are above some platforms.Qyzbud wrote:I was surprised to find that the the in-game walkway graphics are actually given some depth priority info, as though Rare were working on it, but ran out of development time or something like that...
I didn't design that by using any known documentation. Rather, I took a series of screenshots in Jockjaw's Locker and made some graphics code based on what the water effect was doing. I do believe my "port" of the effect is accurate, although I've never checked it against a screenshot.asmodeus wrote:Is anywhere documentated how the DKC water effects work, what to scale or whatever? It really interests me.
I do suppose that, with knowledge of how the GBA works, this might be possible. But I only know the bare bones of how the SNES works, which is mostly DKC's data formats and the basics of 65c816 assembly code.Granville wrote:Would it be possible to reverse engineer the 3 DKC games using some of the code discoveries you have made and port the game data manually to another platform?
I think there probably will be enough information at the very end of development (with the exception of music and sound effects, which I'm unsure of) to port it to just about any platform, seeing as how I'll be having to investigate all speeds/camera/objects to be sure that Delta is using a completely accurate replica of the DKC engine(s).Granville wrote:I was just kind of curious whether enough of the code would be understood at the end of this level builder's development to be able to reverse engineer and port the game to a system like GBA. Or even other systems such as the DS or whatnot.
I've taken your advice, and have posted a topic for the DKC Resource Editor there, I will be posting a DKCLB topic there soon as well. I wonder generally what kind of response I will get out of DKCRE? It doesn't edit yet, obviously, but it holds promise.Granville wrote:By the way, you might want to make a topic on Romhacking.net sometime to help build up popularity for your tool.
Thanks! It does seem that I have done the "impossible", doesn't it? I don't like to boast, but all work on both DKCRE and Delta Game Engine has been coded entirely by me. CFH is/will be developing the DKCLB's editor program, I hope. If he runs out of time to work on it I'll be making my own version of the editor.Granville wrote:DKC trilogy is probably one of the most sought after games to create new levels and hacks for. You and your partners are the only ones who have ever made a comprehensive and user-friendly attempt to open up a world for DKC modification. I hope you are proud of yourselves too because you have done what no one else apparently can. Good luck in the future and great luck so far!
Yeah, no kidding. It wasn't the obscene language on DKU that bothered me though, it was the overall vibe of deadly-seriousness. I'm sure that "mature" in its truest meaning is just the right word to describe the mood of DKC-Atlas's Forum.Granville wrote:By the way, I am also known as Grans on the DKvine forums, but I really don't like that site.
Simion32 wrote:Physical Surfaces with Slopes
SNES-based Controls Working
Granville wrote:Romhacking...lost all data since April... due to hacking.
Yeah, it's on the back burner for now. I'm focused heavily on DKC at the moment.Tonberry2k wrote:Is the sprite viewer for DKC2 on the back burner for now?
Sure, that would be great (DKC2 stages as well, I'm assuming).Tonberry2k wrote:Would it be cool if I added you to the DKC stage credits since you did all the work and all I did was dump the stages?
Yes: The first screen of Chill Chamber will debut in v0.0.5.0 as a special effects demo.Cosmicman wrote:Are we going to see that sweet light effect in the upcoming demo?
It's very perplexing, trust me. It's been in the works since I started development, haunting me in the background. This may turn out to be a bigger bug than I originally expected...Cosmicman wrote:Good luck with that little bug
Simion32 wrote:Slippery Tiles - Definitely possible, but needs a little more than just a bit-flag, so that the slipperiness can be determined per tile.
Simion32 wrote:Grabbing Tiles - Not such a good idea. This would be better implemented with sprites.
Kiddy14 wrote:I was also thinking on floating tiles (though they might be sprites, like Krockheads) which when you stood up on one, it'd start sinking until you jumped. By the way, I don't get the idea of "climbing tiles". Aren't those one already in DKC2 with the walls covered with honey and stuff? Just asking.
Cyclone wrote:...there would be enemies like Klobbers nearby who would kick you off into the pit if you don't jump free before they come towards you. These enemies would of corse be imune to the effects of the tile.
Not really - the entire level is set as slippery, not individual tiles. By varying slipperiness I mean that you can make the surface more or less slippery (say perhaps if there is some dirt on the ice giving more traction).Cyclone wrote:Isn't this already in DKC1-2 in the ice levels?
Yeah, seems to be strange that it would only effect the Kongs. But the honey in beehives do the same "double standard" thing. Hmm...Qyzbud wrote:I personally can't stand this kind of 'double standard' in games; if a force/scenario (wind, lava, honey) affects the playable characters, it should also affect the other characters, items etc. wherever possible... It just makes the whole experience more complete.
No; this is referring to all the ropes/chains in DKC2 (and probably DKC3). These ropes are graphically affixed to the tiles, rather than being sprites like in DKC.Kiddy14 wrote:By the way, I don't get the idea of "climbing tiles". Aren't those one already in DKC2 with the walls covered with honey and stuff? Just asking.
Sprites are just the thing for this, but some of it may require some AI (butterflies). Static effects, however, would work nicely.Qyzbud wrote:I also think it would be great to put an emphasis on subtle environmental effects. (...)
Qyzbud wrote:I personally can't stand this kind of 'double standard' in games; if a force/scenario (wind, lava, honey) affects the playable characters, it should also affect the other characters, items etc. wherever possible... It just makes the whole experience more complete.
Users browsing this forum: No registered users and 6 guests