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Quote from: xlibman on July 16, 2018, 01:58:11 PMThat doesn't work, because the units use the same palette as the buildings, trees, game, etc.
This is the beauty of color palettes and the ability to change them. To save space when units die or gets healed, all you have to do is dim their palettes to red, blue or whatever, and in the case of dying units, if you plan to have maps where only 1 floor tile is used at a time (for example, grass), then you could simply make the unit turn red then fades to grass colors to simulate translucency when it dies. (kinda like how Final Fantasy VII enemies die)
Quote from: Zeda on June 25, 2018, 11:54:47 PMNot yet. I'm kinda busy with ICE v3.0 which will add floats, matrices and what more. I just need to have less other things to do in my life
Does ICE have float support? I know it has been in the works, but just curious about the status.
Quote from: p2 on May 24, 2018, 08:47:23 PMNope, it can handle only 2 teams, but you can choose whatever color you want, because it's just changing the palette entries
Looks really really nice PT_
I suppose it supports only the red and blue teams?
Is your current implementation of units already capable of doing animated sprites (walking animations) or do you probably plan not to use animated tiles at all? Not sure how much the hardware can handle...
Quote from: xlibman on May 17, 2018, 09:59:09 PMYep, your eyes are properly working
There's snow in the second tree.
Quote from: xlibman on April 18, 2018, 11:06:00 AMI know right, except I can't promise it will be that fast when everything is added Also, you can look at the amount of wood, it increases one per frame.Quote from: PT_ on February 10, 2018, 07:57:34 PMThe speed
AoCE is now an app!
I entirely switched to fasmg, which was a horrible move, but now it's much better. You don't need spasm anymore to build it, just download the C toolchain.
Quote from: jcgter777 on April 18, 2018, 04:30:14 AMNot entirely true. Everything will be put in flash, true, but all the assembly programs need to be unarchived to run (except apps). AoCE backups RAM and then clears it, then it puts its main code in RAM, sprites, map data, buildings (and total of about 150kB) and the remaining space is for dynamically loading unitsQuote from: Caleb Hansberry on April 18, 2018, 04:24:42 AM
Hmm it looks nice. Does the CE really have enough memory for such detailed sprites?
IIRC, AOCE puts everything in the Archive, and then fills most of the RAM to run. I think that there shouldn't be that much of a problem, because with OS 5.3, you can run archived programs without unarchiving them. SO, you'd keep things in archive, and AoCE would have tons of space to run in. Also, I think some of the stuff is stored in an appvar in archive to take up less space.