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WARNING: DO NOT UPGRADE your TI-83 Premium CE or TI-84 Plus CE to OS 5.5.1 and higher. It removes all compatibility with most games and removes ASM programming! DOWNGRADING IS IMPOSSIBLE. BE WARNED!

Likewise, do NOT update your TI-Nspire CX past OS 4.5.0, else using Ndless and ASM/C programs will be impossible.

[TI-83+/84+] Hero Core

Started by Keoni29, November 22, 2014, 11:15:53 pm

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Keoni29

That would be cool :) I decided to write the editor in c++ because object oriented and stuff. The editor blocks: rooms, world map and tile picker are all objects.
If you like my work, why not give me an internet?

DJ Omnimaga

How bigs can maps be, by the way? Also do you have support for Undo (with multiple levels)? One annoyance in Mappy was the lack of an Undo feature (seriously, when even Notepad can single-level-undo and another computer editor software can't, there is a serious problem)

Keoni29

January 03, 2015, 08:19:24 am #77 Last Edit: January 03, 2015, 08:31:55 am by Keoni29
The limit is the calculator's flash memory. A world file is about w*h*88 so a 9*8 map is 6336 bytes large. Hero Core itself is about 12k at the moment. There will also be optional music files that need to fit in archive and a savefile. In the appvar the world width is specified, so arbitrary world sizes can be used.

I'd like to add an undo feature. With stacks in c++ this should be really easy to make. Every time you place a tile the coordinates and old tile id will be pushed onto the stack. To revert an action it's a matter of popping it back from the stack and placing it back in the buffer.
If you like my work, why not give me an internet?

DJ Omnimaga

Aah I see. I was wondering in case I ever made a custom map one day and went a bit overboard like in Metroid II: Evolution/Last Chozo :P


Keoni29

Worlds are not interconnected areas, but a square consisting of rooms just like the original Hero Core.
If you like my work, why not give me an internet?

DJ Omnimaga

Actually it was technically the case in Metroid II too. But when moving from one room to another, you would still see the edge of each room in the first and last row/columns of the current map, so instead of moving 12 tiles left/right it was 11 and instead of 8 tiles up/down it was 7. That was unless you went through an hatch. This is why the map above has such weird layout.

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