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18 comments
Lizbeth

@neauoire i’m so curious to see the spritesheet for this, is the whole game’s assets gonna fit in a sheet the size of what i had for the dungeon thing?

Devil Lu Linvega

@ritualdust there is not "spritesheet" for this, instead what I'm doing is leaving a bunch of space in memory to put sprites temporarily.

When I enter a room, I go read a length of data from the oquonie rom that is beyond the size that is addressable(like, beyond the maximum 64kb of a rom) and put the assets in addressable memory while I'm in the room.

I'm not sure if that means anything to you, but imagine that I build new spritesheets for each room that I enter :)

Devil Lu Linvega

@autumnull @ritualdust the file device can stream for a length of X, if I keep that value on the stack I can know how far I've seeked. If I seek 100 times for a length of 0100, then I've gone beyond the limits of the memory

Andy Alderwick

@neauoire Wow, sounds like the File device we discussed back at lists.sr.ht/~rabbits/uxn/%3C20 would be very helpful here, to improve random access performance an awful lot!

I've always been curious with Oquonie whether the same partial loading approach needs to be done with code, too. I've been working on loadable module support recently, so that could help too 😊

Devil Lu Linvega

@alderwick I'm trying to build oquonie with what we already got, and when I reached a point when I need to optimize maybe we can see which approach is the most painless :)

Andy Alderwick

@neauoire Just to be clear, since I mentioned both at the same time: the loadable module support is already using just what we have already. The J?I instructions have been instrumental in making it happen, so this is exciting new work!

Devil Lu Linvega

@alderwick Oh! yes, sorry I meant the seeking. I don't think I'll have to stream actual code for this. So far the oquonie core is only 2000 bytes long, but the world object will be pretty big so we'll see!

js: github.com/hundredrabbits/Oquo
tal: git.sr.ht/~rabbits/oquonie/tre

Lizbeth

@neauoire I can kinda picture it, I'm still impressed at the scale and complexity of things you manage to do with it, I feel it's gonna make a nice little game platform :3

Ben Porter

@neauoire I love it. Two of my old favs solstice and head over heels were in this mood.

Csepp 🌒

@neauoire Oooh, I wonder what this would look like on the PocketViewer's 1bit LCD screen. πŸ‘€

Csepp 🌒

@neauoire Looks nice, but I think the pixels are bigger on the PV, but that might not be an issue.
I guess I'll have to build an emulator and see for myself when it comes out. 🀷

Csepp 🌒

@neauoire Not off the top of my head, based on a rough visual inspection I'd say it has about... 40+ pixels per centimeter? And the screen is roughly 6.5x6.5 cm^2.
So that's around ~300 pixels in both direction, but it's very possible I miscounted, counting pixels is hard.
Not sure if other models have different screen sizes.
I tried to find an official count in the docs and emulator config files I have but couldn't.

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