hey,
well i assume you all have played zelda on gamesboy or nintendo right?
well i wanna make a tiled game liek that,
ive looked in gamedev and gamastura but everything i find is in c++,
and i really dont want to learn ms vc++ or c++
so do anyof you know of any tutorials that deal with tile based game programming?
preferable for a beginner like me?


thanks,
njkt

(sorry i know this question has probably been done to death)
Posted on 2003-08-18 16:09:41 by njkt809
Hi, njkt809!

may be i misunderstand your word "tile", but it seems to me that PC has "flat" screen surface
So you may draw 2D sprites using GDI or (better) DirectX Blt/BltFast methods.
Still you may write your own engine to work with tiles.
(I thinked about that, but it should be very "limited" if compare it with other technics)

I think the tile arhitecture is kind of hardware "tricks" (for example Kyro/KyroII AGP 3D boards has internal tiled architecture to reduce memory bandwich , but for DX they are tha same as other "flat memory" cards). It's usefull to get better speed, by cost of flexibility.

That's why gameboys can just scroll some screen planes, but no more.

If you're able download ~20Mb, take a look on Hostile Encounter Game (by BogdanOntanu).
It uses software-rendered 2D and comes far away from "accelerated" ones
Posted on 2003-08-18 18:47:30 by S.T.A.S.
hey,
does it include source code?
because i need something so i can learn how to make those 2D type games.

thanks,
njkt
Posted on 2003-08-18 21:44:35 by njkt809
No source...

But you can try my example ;)
from this thread
Posted on 2003-08-18 22:10:08 by S.T.A.S.
hey,
thanks,
but ur examle doesnt assemble

C:\RadASM\Masm\Projects\STUB\st2ub.exe : fatal error LNK1104: cannot open file "C:\RadASM\Masm\Projects\STUB\st2ub.exe"



thanks though,

njkt
Posted on 2003-08-18 22:17:25 by njkt809
Really it doesn't link ;)

Go to: RadASM Project->Project Options
and use linker option
5,O,$B\LINK.EXE /OPT:NOWIN98 /SUBSYSTEM:WINDOWS /RELEASE /VERSION:4.0 /LIBPATH:"$L",3,4
instead
Posted on 2003-08-18 22:28:25 by S.T.A.S.
my bad, doesnt link, still doesnt,
i got 16 unresolved externals now, lolz,
is there an .exe that u could supply because im sure its my settings not ur code.

njkt
Posted on 2003-08-18 22:32:34 by njkt809
stub program runs when you try to start PE file in DOS (it's added by linker to your .EXE file)
since I don't like standar STUB i use my own:
Posted on 2003-08-18 22:32:40 by S.T.A.S.
have you copied INC folder to Rad\ASM\inc?
i got 16 unresolved externals now

give me them please
Posted on 2003-08-18 22:38:35 by S.T.A.S.

LodeRunner.obj : error LNK2001: unresolved external symbol _IID_IDirectInput7A
LodeRunner.obj : error LNK2001: unresolved external symbol _IID_IDirectInputDevice7A
LodeRunner.obj : error LNK2001: unresolved external symbol _IID_IDirectDraw7
LodeRunner.obj : error LNK2001: unresolved external symbol _IID_IDirectDrawGammaControl
LodeRunner.obj : error LNK2001: unresolved external symbol _CLSID_DirectMusic
LodeRunner.obj : error LNK2001: unresolved external symbol _CLSID_DirectMusicPerformance
LodeRunner.obj : error LNK2001: unresolved external symbol _CLSID_DirectMusicSegment
LodeRunner.obj : error LNK2001: unresolved external symbol _CLSID_DirectMusicLoader
LodeRunner.obj : error LNK2001: unresolved external symbol _GUID_DirectMusicAllTypes
LodeRunner.obj : error LNK2001: unresolved external symbol _GUID_StandardMIDIFile
LodeRunner.obj : error LNK2001: unresolved external symbol _GUID_PerfMasterVolume
LodeRunner.obj : error LNK2001: unresolved external symbol _GUID_PerfAutoDownload
LodeRunner.obj : error LNK2001: unresolved external symbol _IID_IDirectMusic
LodeRunner.obj : error LNK2001: unresolved external symbol _IID_IDirectMusicLoader
LodeRunner.obj : error LNK2001: unresolved external symbol _IID_IDirectMusicSegment
LodeRunner.obj : error LNK2001: unresolved external symbol _IID_IDirectMusicPerformance2


those r the errors, i did add those
Posted on 2003-08-18 22:41:42 by njkt809
here's some lib file
Posted on 2003-08-18 23:19:48 by S.T.A.S.
hey lolz the ex doesnt work even with the extra lib file.
but anyways are there any tuts?


later,
njkt
Posted on 2003-08-19 09:33:39 by njkt809
hey lolz the ex doesnt work even with the extra lib file.

If it compiles, it should work, at least show error messages:grin:

What about original exe?

The problem, i think, is that my prog is hardcoded for hardware i use (SVGA that can support 32bit per pixel), still i tested it on some configurations
What grafics card do you use?

really what you need to start is main.asm
and take a look at the begining of draw.asm. this does setup for DirectDraw.

but anyways are there any tuts?

for my prog, i sure tere are not:grin:

But a lot other in inet

I use DX SDK ;)
Posted on 2003-08-19 18:00:18 by S.T.A.S.
hey,
well my grafix card is just a standard one that comes with HP

anyways,
ive only found tuts in c++ on the net
save for gamedev but that tut doesnt deal with games like zelda.

i have dx8 sdk and dm producer also.

later,
njkt
Posted on 2003-08-19 18:20:03 by njkt809
well my grafix card is just a standard one that comes with HP

HP does not manufacture grafix card, just buy them somewere ;)

right click My computer -> properties-> device manager

what about my original exe? does it show any error message?
(well it will not work on CPU < P3/Athlon)
Posted on 2003-08-19 18:31:31 by S.T.A.S.
u mean st2ub? it beeps my coputer speaker and then says PE for Win32
other than that there is no .exe

i know hp doesnt make a gfx card,
its intel or sumthin

as processors go mines celeron

njkt
Posted on 2003-08-19 18:41:30 by njkt809
you don't need sy2ub.exe att all. (is just a my own STUB)
build prog without it or use debug build option of RadASM

BTW: intel 810/815 uses 24bpp and not supported yet ;)
later intel IGP like i845G use 32bpp

If you have Celiron like 633 it has P2 core :(

then remove .XMM from LodeRunner.asm
try to compile, remove "prefetchnta" instructions and replase "movntq" with "movq"
this is slowly, but should work

here is my compiled prog
Posted on 2003-08-19 18:57:58 by S.T.A.S.
---------------------------

Fatal Error in LodeRunner
---------------------------
Stop at Address : #00401BD6
Error Code : #88781181
Error Name : not found in file ERRORS.LST


---------------------------
OK
---------------------------
Strange, P3 933Mhz, Win2K. I don't think DX7 is installed - have to try it at home.
Posted on 2003-08-19 19:05:32 by bitRAKE
Thanks for testing bitRAKE!

; The requested file path is invalid.
= 88781181 DMUS_E_LOADER_BADPATH EQU 088781181h

you need my errors.lst file to see this description

and you shud download my
RadASM project
since exe needs some files&folders
Posted on 2003-08-19 19:12:28 by S.T.A.S.
Ha, ha, ha, ... cool menu S.T.A.S. :grin:
Posted on 2003-08-19 19:51:01 by bitRAKE