Search found 109 matches

by haroldoop
Wed Mar 14, 2018 10:50 pm
Forum: Demos
Topic: Mega Fallout: Cassandra's Path
Replies: 9
Views: 531

Re: Mega Fallout: Cassandra's Path

You didn't declare HALFTILE.
--- edit ---
No, you declared it, but for some reason, the Basic compiler does not see it...
by haroldoop
Tue Mar 13, 2018 10:37 pm
Forum: Demos
Topic: Mega Fallout: Cassandra's Path
Replies: 9
Views: 531

Re: Mega Fallout: Cassandra's Path

Well, what way to compute the coordinates of nearest (by the direction character going move to) cell center can you advice? You could add the width of half a cell to the x, y coordinates, and then shift right to translate that into cell coordinates. So, supposing the cell width is 16 px: HALF_TILE ...
by haroldoop
Sun Mar 11, 2018 10:36 am
Forum: Demos
Topic: Mega Fallout: Cassandra's Path
Replies: 9
Views: 531

Re: Mega Fallout: Cassandra's Path

That's a good start.
by haroldoop
Wed Feb 28, 2018 11:34 pm
Forum: Demos
Topic: Bull's Hour (a new RPG project).
Replies: 8
Views: 711

Re: Bull's Hour (a new RPG project).

I need RDC decompressor code to use the map from Genesis RPG Creator example in my project. As an alternative, there are other map editors out there, though a converter would be needed either way. Just to mention some options: Beehive is designed for Sega Genesis: http://gendev.spritesmind.net/foru...
by haroldoop
Sun Feb 04, 2018 11:50 am
Forum: Demos
Topic: Unnamed "ninja" game (Dev Diary thread)
Replies: 123
Views: 4667

Re: Unnamed "ninja" game (Dev Diary thread)

Pretty awesome looking!
by haroldoop
Tue Jan 30, 2018 10:29 pm
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 37
Views: 5309

Re: VN32X - A tool to make visual novels for the 32X

I did some preliminary checking on the bug; it does not seem to be related to image dimensions, though the number of colors does seem to affect it: reducing the image to 256 colors before importing seems to avoid the bug, though, in theory, the tool should already be performing the conversion. 'neuq...
by haroldoop
Mon Jan 29, 2018 9:56 pm
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 37
Views: 5309

Re: VN32X - A tool to make visual novels for the 32X

One more question from me. How to get compatible "portrait" images :?: In some images the transparent background turns to black or white on the output. If I save those "portrait" files from PhotoShop they show this kind effect. If I re-save them from GIMP - some files works fine on the output, but ...
by haroldoop
Mon Jan 08, 2018 10:55 pm
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 37
Views: 5309

Re: VN32X - A tool to make visual novels for the 32X

Thanks for help, haroldoop . Compilation now running fine. That's good to know! :D Although I noticed that symbols like "-" or "[]" in file names are not welcomed. I see... it seems the file name validation on the editor is a bit too conservative (the compiler, itself, does not care). :P I have pos...
by haroldoop
Sun Jan 07, 2018 10:40 pm
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 37
Views: 5309

Re: VN32X - A tool to make visual novels for the 32X

Well, I don't have TrueType font. I made it pixel by pixel in PhotoShop - so I have raster file. White letters with black borders - https://i.imgur.com/7fg06FY.png I see... one option would be to provide your own FNT file (which is actually a plain text file) to map coordinates within the PNG file ...
by haroldoop
Thu Jan 04, 2018 9:52 pm
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 37
Views: 5309

Re: VN32X - A tool to make visual novels for the 32X

It is possible to add the custom (2 colors) font from the raster image file? Yes, the raster font file was generated using BMFont v1.14, available on http://www.angelcode.com/products/bmfont/. This tool allows you to choose any TrueType font and then generate a PNG file containing the font converte...
by haroldoop
Thu Nov 23, 2017 10:02 pm
Forum: Mega/SegaCD
Topic: Mojon Twin's VANE - Visual Novel Engine for SEGA Mega CD in BEX
Replies: 2
Views: 835

Mojon Twin's VANE - Visual Novel Engine for SEGA Mega CD in BEX

The Mojon Twins have just released their tool for making visual novels for the Sega CD in BasiEgaXors. Pretty interesting stuff. ;) http://www.mojontwins.com/2017/11/23/liberamos-vane-motor-visual-novels-mega-cd/ https://github.com/mojontwins/VANE http://www.mojontwins.com/wp-content/uploads/2017/11...
by haroldoop
Tue Nov 21, 2017 11:56 pm
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 37
Views: 5309

Re: VN32X - A tool to make visual novels for the 32X

Version 0.10.1 is now available: Product name string on the ROM header changed to "Powered by BlocklyVN32X"; Generated ROM will be automatically padded to 256KB, 512KB, 1MB, 2MB, 3MB or 4MB (that is, 2, 4, 8, 16, 24 or 32 mbits). Release page: https://github.com/haroldo-ok/BlocklyVN32X/releases/tag/...
by haroldoop
Sun Nov 05, 2017 10:40 pm
Forum: Super 32X
Topic: "The Question" ported to 32X
Replies: 19
Views: 1216

Re: "The Question" ported to 32X

That's really weird; AFAIK, there's no routine on the engine that would reach beyond the size of the compiled code.
Anyway, I suppose the compiler should have padded the ROM, anyway; I should implement the improvement on a future version.

Anyway, I'm happy to know it's working on real hardware! ;)
by haroldoop
Thu Nov 02, 2017 1:07 am
Forum: Super 32X
Topic: VN32X - A tool to make visual novels for the 32X
Replies: 37
Views: 5309

Version 0.10.0 is now available!

Version 0.10.0 is now available: Added command to choose the name that will be displayed in the top left corner of the text window; Resolved the input lag problem on the generated ROM. Release page: https://github.com/haroldo-ok/BlocklyVN32X/releases/tag/v0.10.0 Portable version: https://github.com/...
by haroldoop
Fri Oct 27, 2017 12:14 am
Forum: Super 32X
Topic: "The Question" ported to 32X
Replies: 19
Views: 1216

Re: "The Question" ported to 32X

Okay, the input lag problem has been considerably reduced by preparing the frames in advance.

ROM version 0.1.1: https://github.com/haroldo-ok/the-quest ... -0.1.1.32x