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DSLua Community  |  DSLua - Best scripting language for Nintendo DS  |  Bugs & Suggestions  |  sprite/tile sugestion « previous next »
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Author Topic: sprite/tile sugestion  (Read 1541 times)
franck569
Waxing Crescent
**
Posts: 10


« on: June 02, 2006, 11:51:49 AM »

Hello,

I dont know if this sugest is in your to do list ( add more sprite/background/graphics support ), so i post it :

I think add a layer functionality to sprite/tile can be cool :

3 or 4 level for tile ( ground, middle, high, super ),
sprite will be on the middle ( or level for sprite too ? )

A sprite on the middle can be on a ground tile/sprite,
A sprite on the high can be on a ground,middle tile/sprite,
A sprite/tile one the super can be the window interface for the player

I know that need an editor for create tiled map, but that can't be very dificult to make,
if you are ok we can talk about the format of tiled map and i make the editor, you add the support to DSlua.

So what you think about all that ?

Thanks, Franck569.
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Öhr GmbH
Waxing Crescent
**
Posts: 51


« Reply #1 on: June 02, 2006, 05:01:19 PM »

i think thats allready in the wellknown todo-list Wink

layers... waruwaru uses palib. thats the palib code for backgrounds:
Code:
PA_LoadSimpleBg(0,3,BG4_Tiles,BG4_Map,BG_256X256,0,1); // Load BG4 in bg 3  (layer 3??)
 PA_LoadSimpleBg(0,2,BG3_Tiles,BG3_Map,BG_256X256,0,1); // Load BG3 in bg 2 (layer 2??)
 PA_LoadSimpleBg(0,1,BG2_Tiles,BG2_Map,BG_256X256,0,1); // Load BG2 in bg 1 (layer 1??)
 PA_LoadSimpleBg(0,0,BG1_Tiles,BG1_Map,BG_256X256,0,1); // Load BG1 in bg 0 (layer 0??)
max is 4 for each screen.

theres a other way to load a bg:
Code:
PA_LoadPAGfxLargeBg(0, //screen
    3, //background number (0-3) (layer?)
    Large); // Name
limited to 4.

both uses tiles.



heres a other way, without tiles(8bit), but i dont know where to set the layers there:
Code:
PA_Init8bitBg(0,3); // 0=screen 3=priority(#0-3)
 PA_LoadNormalBgPal(0,(void*)bmp_Pal);
 PA_Load8bitBitmap(0,background_Bitmap);

and now with beautiful 16bit:
Code:
PA_Init16bitBg(0, 3);
PA_Load16bitBitmap(0,background_Bitmap);



looks easy...
« Last Edit: June 02, 2006, 05:05:24 PM by Öhr GmbH » Logged
franck569
Waxing Crescent
**
Posts: 10


« Reply #2 on: June 06, 2006, 04:58:22 PM »

its possible to know on what layer is a tile with her position ?

else how make a function who allow a sprite to be only over ground map ? ( for example )

Thanks, Franck569.
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