Sik wrote: ↑Fri Jan 12, 2018 2:41 pm
Yukiko wrote: ↑Fri Jan 12, 2018 1:36 pm
What the protagonist sees is in the view port to the left. The box to the right will show the protagonist, and what is behind the protagonist. Both views are on the same plane. If I try sliding I'd wipe out the rear view. The HUD is on another plane. I don't want to turn the HUD into a sprite as I'm already bumping the sprite limit.
Erm... can't the box at the right go in the same plane as the box at the bottom?
The box on the right is on the same plane as the box on the bottom. Inside that box goes the rear view tiles.
Sik wrote: ↑Fri Jan 12, 2018 2:41 pm
Also there's the window plane.
I don't get the window plane. It would be fantastic if I could slap it in the middle of the screen and have it's contents scroll without interfering with the surroundings. It sounds like the window plane is just a section of PLAN_A with a different tileset.
I tried to use VDP_loadTileSet when all the tiles are detected, and VDP_drawImageEx when they all aren't.
Code: Select all
VDP_loadTileSet(background_sewing_2_2_0001.tileset, TILE_USERINDEX+10+(bg_row*1)+(CHATBOXy*bg_row), FALSE);
if (background_sewing_2_2_0001.tileset -> numTile < CHATBOXy+1) {
VDP_drawImageEx(PLAN_B, &background_sewing_2_2_0001, TILE_ATTR_FULL(PAL3, FALSE, FALSE, FALSE, TILE_USERINDEX+10+(bg_row*1)+(CHATBOXy*bg_row)), BGx-1+bg_row, BGy+pal_offset+ntsc_offset, FALSE, TRUE);
}
Code: Select all
if (background_sewing_2_2_0160.tileset -> numTile < CHATBOXy+1) {
VDP_drawImageEx(PLAN_B, &background_sewing_2_2_0160, TILE_ATTR_FULL(PAL3, FALSE, FALSE, FALSE, TILE_USERINDEX+10+(bg_row*1)+(CHATBOXy*bg_row)), BGx-1+bg_row, BGy+pal_offset+ntsc_offset, FALSE, TRUE);
} else {
VDP_loadTileSet(background_sewing_2_2_0160.tileset, TILE_USERINDEX+10+(bg_row*1)+(CHATBOXy*bg_row), FALSE);
}
It failed miserably. I'm guessing my condition is wrong.
Moving forward I'll try scrolling it. The left view will be on the PLAN_A and will scroll. The rear view on the right will use VDP_drawImageEx on PLAN_A (the bit where it overlaps with the left view scroll will be on PLAN_B). The left side of the HUD will be converted to a sprite.