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Author Topic: Age of CEmpires I  (Read 37246 times)

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Offline Caleb Hansberry

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Re: Age of CEmpires I
« Reply #165 on: April 18, 2018, 04:24:42 am »
Hmm it looks nice. Does the CE really have enough memory for such detailed sprites?
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Offline jcgter777

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Re: Age of CEmpires I
« Reply #166 on: April 18, 2018, 04:30:14 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.
« Last Edit: April 18, 2018, 04:44:28 am by jcgter777 »

Offline PT_

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Re: Age of CEmpires I
« Reply #167 on: April 18, 2018, 07:50:06 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.
Not 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 units :)

Offline xlibman

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Re: Age of CEmpires I
« Reply #168 on: April 18, 2018, 11:06:00 am »
AoCE is now an app! :D



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.
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Re: Age of CEmpires I
« Reply #169 on: April 18, 2018, 04:53:22 pm »
AoCE is now an app! :D



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.
The speed *.*
I know right, except I can't promise it will be that fast when everything is added :trollface: Also, you can look at the amount of wood,  it increases one per frame.

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Re: Age of CEmpires I
« Reply #170 on: April 30, 2018, 08:33:11 pm »
So.... teamcolors works! :D



Credits to Runer112 who figured out a nice format to quickly edit all the teamcolor pixels instead of loading the building twice.

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Re: Age of CEmpires I
« Reply #171 on: May 17, 2018, 08:05:46 pm »
Good news! Units work! Bad news! Units don't work! :P


Offline xlibman

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Re: Age of CEmpires I
« Reply #172 on: May 17, 2018, 09:59:09 pm »
There's snow in the second tree. O.O
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Re: Age of CEmpires I
« Reply #173 on: May 18, 2018, 06:27:52 am »
There's snow in the second tree. O.O
Yep, your eyes are properly working :)

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Re: Age of CEmpires I
« Reply #174 on: May 18, 2018, 01:37:52 pm »
That tree caught my attention because of the grass map. I thought it was a glitch or something xd
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Re: Age of CEmpires I
« Reply #175 on: May 19, 2018, 10:16:55 am »
I'm more than happy to say that units now work properly! As far as I could test, sorting them based on the offset in the isometric tile works, teamcolors work, offsets work, and they don't jump when scrolling, like in the post above :P This means basically every game-drawing is done, and I can move to either optimizing or start with the actual gameplay.


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Re: Age of CEmpires I
« Reply #176 on: May 21, 2018, 11:12:32 am »
An image says more than thousands words 5 months programming :P

« Last Edit: May 21, 2018, 11:25:28 am by PT_ »

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Re: Age of CEmpires I
« Reply #177 on: May 24, 2018, 08:47:23 pm »
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...
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Re: Age of CEmpires I
« Reply #178 on: May 25, 2018, 10:44:57 am »
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...
Nope, it can handle only 2 teams, but you can choose whatever color you want, because it's just changing the palette entries :)
Indeed, walking will be animated, it consists of 3 sprites per direction. Attacking is not animated though, otherwise we have 2 new appvars :trollface:

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Re: Age of CEmpires I
« Reply #179 on: May 28, 2018, 03:25:40 pm »
Both scheduling events (necessary for disappearing units when they're dead for example) and removing dead units works now :)


 


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