Hi Boys !
I'm a novice so please...don't fell strange about this question:
but between a tile and a flat surface what's the difference?
;) :)
Posted on 2003-08-19 19:54:35 by ABitLazy
Ha, ha, ha, ... cool menu S.T.A.S.

I'm workinon improving this :grin:
you also can place some "menu.mid" into \music folder.


Hi Boys !
I'm a novice so please...don't fell strange about this question:
but between a tile and a flat surface what's the difference?
;) :)

hmm... i'm not good at english
As i understand "tiles" are some blocks of screen. lets say 640*480 screen has 40*30 tiles that are squares of 16*16. So harware can use for some tiles the same bitmaps. This reduses amount of memory for screen.
Flat surfase 640*480*32bpp need (minimum) 1228800bytes
but tiled may need 40*30 bytes, and some more to store bitmaps
therefore tiled arhitecture are much faster, but GFX are limited by hardware.
But on flat surfases you can do anything you want (just limited by speed of CPU or/and blitting hardware)
Posted on 2003-08-19 20:16:23 by S.T.A.S.
processor - intel celeron 1.7ghz

and removing those didnt help i get different errors sorry,

Console.asm(37) : error A2008: syntax error : LPCTSTR
Console.asm(128) : error A2006: undefined symbol : lpWindowName
Console.asm(128) : error A2114: INVOKE argument type mismatch : argument : 3
Main.asm(51) : error A2008: syntax error : LPCTSTR
Main.asm(107) : error A2006: undefined symbol : lpWindowName
Main.asm(107) : error A2114: INVOKE argument type mismatch : argument : 3

and i dono how to fix ur code since i dono what im looking for lolz,

later,
njkt
Posted on 2003-08-19 21:00:47 by njkt809
intel celeron 1.7ghz

exe does works on C1.7/i845G
use original project (with .XMM)

somthig wrong with includes
LPCTSTR typedef DWORD
it's defined in huth's WINDOWS.INC
Posted on 2003-08-19 21:11:35 by S.T.A.S.
Originally posted by S.T.A.S.
As i understand "tiles" are some blocks of screen. lets say 640*480 screen has 40*30 tiles that are squares of 16*16. So harware can use for some tiles the same bitmaps. This reduses amount of memory for screen.
Flat surfase 640*480*32bpp need (minimum) 1228800bytes
but tiled may need 40*30 bytes, and some more to store bitmaps
therefore tiled arhitecture are much faster, but GFX are limited by hardware.
But on flat surfases you can do anything you want (just limited by speed of CPU or/and blitting hardware)
Tiles are a block of the screen used for 2D scrolling games. On the Atari ST we can write directly to memory and for better use of the CPU we would want to write in blocks to the screen because rotating bits was not a fast thing. :) I wrote a sprite/title engine for the Atari ST - worked in overscan mode at almost 30FPS! I wrote it after looking at the code for the game GODS (it was very crapping - I was surprised). The sprite part of the engine was never finished, but the tile mapper was the fastest code.

I do think it would be cool to write one for DX - even in 3D (just map the tiles to an array of squares :)).
Posted on 2003-08-19 21:13:35 by bitRAKE
Originally posted by bitRAKE
I do think it would be cool to write one for DX - even in 3D (just map the titles to an array of squares

so am I ;)
but still use my software routines to draw (i'm learning asm, not DX)

Thanks bitRAKE, ther are a lot of things, that i can't describe because of my english
:grin: :o :mad:
Posted on 2003-08-19 21:25:38 by S.T.A.S.

Thanks bitRAKE, ther are a lot of things, that i can't describe because of my english
:grin: :o :mad:
Your English is better everyday! :)
Posted on 2003-08-19 21:32:19 by bitRAKE
hey,
how would i fix that then?


its cool s.t.a.s. on a good day my english is bad, its sad because i got a B+ in enghlish class
thanks,
njkt
Posted on 2003-08-19 21:35:14 by njkt809

Your English is better everyday! :)
:confused:
I wish asm to be better
Originally posted by njkt809
how would i fix that then?

place somewhere "LPCTSTR typedef DWORD"
or replace LPCTSTR with DWORD :alright:
Posted on 2003-08-19 21:39:34 by S.T.A.S.

:confused:
I wish asm to be better
Yes, your ASM, too -- every day!
Posted on 2003-08-19 21:42:38 by bitRAKE

Yes, your ASM, too -- every day!

Thanks!!! I try to keep going:)
Posted on 2003-08-19 21:45:10 by S.T.A.S.
hey,
well all of the stuff went away except a link error with st2ub.exe

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

sorry almost all day i was working through tutorials so my brain is frizzled

later,
njkt
Posted on 2003-08-19 21:47:28 by njkt809

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

or
RadASM -> Project->Project Options (*) DEBUG
Posted on 2003-08-19 21:52:23 by S.T.A.S.
WOOO it worked haha
sorry for the trouble,

all these questions cuz ima make a game similar to zelda in style, just didnt knwo where to find anything for it.

i will look over your source tommorow after school,

later,
njkt
Posted on 2003-08-19 21:55:17 by njkt809
if you want to make a zelda like game why dont you learn from zelda its self...

a while back i found a NES ROM Decompiler/DASM it also sprite editors...

then you can program your own game for the NES.. sort of cool i have seen people do it...
Posted on 2003-08-19 22:21:24 by devilsclaw

all these questions cuz ima make a game similar to zelda in style, just didnt knwo where

Sorry. I've never seen this game.
My prog is just working skeleton for 2D stuff.
You can add "some" code and make own 2D game;)
That is I'm currently working on:grin:
Posted on 2003-08-19 22:24:01 by S.T.A.S.
hey,
well i dont want to make a game for nes way to outdated.
still partial to asm + this game would be for a later example for a job u knwo like a portfolio (not to mention to lpay in spare time :alright: )

have u played any rpg for gameboy or snes or nes? then u will knwo what i mean.


later
njkt
Posted on 2003-08-19 22:24:25 by njkt809
rpg for gameboy or snes or nes?

RPG on tv-box?
I belive real RPG (AD&D)needs a lot of data to be saved on HDD
otherwise it'll be a simple Quest:grin:
Posted on 2003-08-19 23:09:29 by S.T.A.S.
i havent heard of ad&d, but i think u get what i mean, about the type of game right?


njkt
Posted on 2003-08-20 18:04:03 by njkt809

---------------------------

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.

Same thing happened to me... even after placing the exe file in the copyLR2 folder. Am I doing something wrong? Sorry for the silly question... :rolleyes:
The address is 0040161C and the error code 80004001. I'm running XP sp1.
Posted on 2003-08-20 18:25:38 by QvasiModo