03-29-2023, 05:37 PM
(03-28-2023, 03:34 PM)madscijr Wrote:(03-27-2023, 06:24 PM)RokCoder Wrote: If you run into any problems then I'm happy to help. Reach out either here or by DM.
As an afterthought, why not scale the sprite sheet up by 4x (or whatever) and replace the graphics in there with the new ones that way. If you change the TILE_* constants as well then you might have little else that you need to do!
Attached is the latest modified game - 2 versions:
- "scramble-lowres.(attempt 3).bas" is the game with the new tileset, shrunk to the original 8x8 tiles. This version works.
- "scramble-hires.(attempt 2).bas" is the game with the new full hi-res tileset (64x64 tiles). It runs but the screen is garbled, no idea why.
See "README (scramble-hires).txt" which explains what was changed, how to edit the graphics, etc.
It's WIP, so the original tiles are still used for the terrain.
Eventually I'd like to replace the background with a slowly scrolling pic of a Hubble/Webb image.
Enjoy!
I should have checked the forum for updates before I embarked on this. The last time I checked there were notes of graphic issues with the hi-res sprite sheet so I jumped into the code to tackle it. Having sorted it out I've just seen your version with the new versions of the graphics reduced to the original resolution and it works great!
Anyway, and for what it's worth, I have a version here that I've modified to allow higher resolution sprites. There are a few notes that should go with it though -
1) With your original hi-res sheet, the sprites have increased resolution by x8. This means that you'll need a monitor resolution of 3584x2048 to play the game in the correct aspect ratio with those graphics. I've actually got that resolution here but the game plays very slowly when throwing around sprites at that resolution. I've also tweaked the initialisation so it can downscale for lower resolution screens if you want to continue down that path.
2) I reduced your hi-res sprite sheet so that it's x2 the original resolution which seems more realistic to use here. You'd probably get away with x4 or more but would need to experiment.
Code: (Select All)
$IF HI_RES THEN
'spriteSheet& = LoadImage&("sprite-sheet-hires")
'spriteSheet& = LoadImage&("sprite-sheet-hires-256")
spriteSheet& = LoadImage&("sprite-sheet-medium-res-256")
$ELSE
spriteSheet& = LoadImage&("sprite-sheet")
$END IF
3) There was a lot of code scattered around that required tweaking so it wasn't a simple case of increasing TILE_WIDTH and TILE_HEIGHT. To simplify it a little I added a TILE_SCALE so that all the original position placements and calculations didn't need modifying - just the actual rendering to the virtual screen display.
Code: (Select All)
$IF HI_RES THEN
CONST TILE_SCALE = 2
$ELSE
CONST TILE_SCALE = 1
$END IF
4) I added a bunch of pre-processor settings so that it's easy to switch gaming modes around. All of your modifications are included in these -
Code: (Select All)
$LET HI_RES = 1
$LET WIDESCREEN = 1
$LET SPEED_CONTROLS = 0
$LET EXTRA_BOMBS = 0
$LET EXTRA_LIVES = 1
$LET FREE_ROAMING_SHIP = 0
I think it's all a little redundant having seen your low-high-res version but I'm posting it anyway seeing as it's done now
ScrambleTest.zip (Size: 10.74 MB / Downloads: 26)
RokCoder - dabbling in QB64pe for fun