July 26th, 2005, 6:56pm MASSIVE
UPDATE ON GBA RPGMAKER INCOMING !
Sprite
Messenger Icons are being defined, all
icons visible will have a definition. All items
regardless if critter, item, spell, or tile can have a
completely custom definition defined in the Sprite
Messenger.
Therefore,
you now have a Sprite Messenger icon for PriceOfItem, WhoCanUse, SpecialCritterAttackName, RecordThisMapNameToWarpList, MagicReqToCastThisSpell,
etc.
Quite a few
things intelligent I have planned.
When you enter in a map, the prior Map/X/Y position just prior
to WARPING (not the warp tile itself) is recorded in a
temporary buffer so when you hit the WARP position, the
name of that map can be added to your "list of warp
places" used with the warp spell. NOT adding the
position the player is at now, but the tile just prior on
the OTHER map and tile just prior to entering warp to
this map.
This is also
true for casting the EXIT spell, to leave a dungeon. If the
map you are in is flagged as EXITABLE, then in exiting, it returns to the
recorded position just prior of warping, not the warp
tile itself, but the tile just prior to that.
What is the
effect ?
When you
warp or exit, you are exactly one space away from where
you first entered that map, either outside the
City/Castle, or outside the Dungeon, just like those neat
RPGs Breath
Of Fire,
7th Saga, and Wild Arms with NO knowledge
needed for complex programming to record these warp
names/positions. Try doing that in any other RPGMaker
like RPG95
or RPG2004/2005.
You'll drown
in scripting trying to make one I guarantee !
With my way it is ALL automatic and invisible to the Worldbuilder. 
All items
have no definition save what you put in them.
There are no forced definitions prices, values, or
attributes forced for weapons, armor, spells, potions,
keys, items, critters, or anything else.
You can make
a custom script for everything and anything else can call
anyone else's script so these will now be possible.
1) Sword that gains experience and power by
defeating critters
2) Glass Axe that breaks 1% of the time per attack
2) Critters that heal each other, or throw combined
spells at your players
3) Box of 12 bombs that hit all targets but some may
explode on player
3) Armor that only certain players can wear and randomly
attacks as well
4) True NPCs (up to Sprite Messenger SRAM
space!) that join in combat
operating entirely independent needing no instructions.
Of course,
the system is already equipped for 4 players.
And COMBAT uses items ONLY, like Final Fantasy Legend
1/2/3 for Gameboy.
Therefore players can only have up to 8
individual items !!
Since
spells, weapons, armor, and additional items fill in
these spaces,
you can use or invoke these not just on the owner, but
anyone else, or even your attackers.
You will
have a backpack that can carry 24 items, but you can have
numbers to items as well so you do not buy a single Potion (unless you
define one), but can define an item as a box
that carries 4 Potions, and you can buy multiple boxes, and
give one or more to each of the 4 players, and maybe have
a potion break 50% of the time if it is carried by a
clumsy player of your choice. Full scripting ability to
anything and everything.
New format
for data gives back consider SRAM space and frees up need for player
to ever access system variables, they are not
named in the SRAM but are named inside the actual GBA file (since I have 8-megs
space).
"8scenario,8edmusic,edmapno,edmap15x,edmap15y,edmap15ta,edmap15tb"
"8mapname15,map15flag7,mapmusic15,warpmap15,warpmap15x,warpmap15y"
"exitmap,exitmapx,exitmapy,deathmap,deathmapx,deathmapy"
"orgmap,orgplayx,orgplayy,8playdefn3,itmused3"
"3orggold,orgactive3,orgp3spr,6orgp3name,3orgp3expr,orgp3str,orgp3def"
"orgp3wis,orgp3luck,orgp3itm3,orgbag7,playmap,playx,playy,dirface"
"3gold,active3,p3spr,6p3name,3p3expr,2p3hits,p3magic,p3str,p3def,p3wis"
"p3luck,p3itm7n1,bag23n1,8gamemusic,gameflag7"
"8itm23nam,2itm23scr,8spl23nam,2spl23scr,8til63nam,2til63scr"
The first
definition takes 8-bytes so it is an 8-byte variable.
The last definition underlined listed above would be:
2
byte-pointer for Script to each of the 64 tiles, taking
128 bytes total for this single definition.
p3itm7n1 is a bit more
complex.
4 players, 8 items, and 2 definitions per. Since there is
no digit in front, this by default will take 1-byte per
definition or 4x8x2 bytes (64 bytes) in total.
Definition
is actually the item # (0-23 for item and 24-47 for spell), and the # of the
player has of these. Variables such as when a player
learns this spell or magic points it is cost is not
included in this single data definition but in the script
defined for it, as pointers to the scripting lines (2itm23scr).
2 bytes, 24
items, (48
bytes total). 2-bytes yields # from 0-65535 for pointer to line
# of recorded Sprite Messenger scripts in this SRAM 64k data.
Also, Sprite Messenger lines no longer
take a full 5 lines but can be as short as one line. Text
will scroll, not clear to show another 5 lines unless the
Sprite
Messenger
icon for WaitForAKeyAndClearScreen is used.
more on
definitions later.
8-char.
Switch-names still apply to maps so there are no
changes required to make for the maps you have
already drawn with prior GBA . All work
you have done to this point is accepted in current model.
I will endeavor to keep everything compatible to this
point, or make a convertor to convert your map/script
work to a new level if need be, but I will try to avoid
this.
If you have
problems, please let me know !
12563 bytes
of SRAM were req. in my old
model virtual variable minder.
1860 bytes are now only req. (above variable list) for my current model.
What
does this mean ?
SRAM usage overall will
be considerably faster and take less space so there will
be more room for Sprite Messages to aid story,
definitions, and everything else.
Text entry
is complete, but not recording text yet. It is very
easy to enter in text to a script now using the snap-back
method of retrieving inside a 5x5 field letters A-Y.
Letters A-Z,
letters a-z, and 77 Sprite Messenger commands available.
Custom 21
icons
defined as part of the world both accessed and displayed
in game file.
You still
have ability to draw (as you carry the physical GBA unit
in your hand) all tiles, sprites, and critters and
save off all of your work as a unique 64k world file.
Colors will
be only 16, but can be changed to custom 16-colors in
future.
I'm sorry but everyone who wrote who wants 16-bit
graphics or 256-colors for GBA, that is
just not possible to fit within 64k sram comfortably,
since these images are all changeable.
I have
planned a future GBA that has full sprites 32x32 in size with 8-image
animations and large images in combat for everything but nothing
in SRAM is used for image definitions, neither would the
maps scroll but be like Legend Of Zelda for the NES. To have new images
you would have to re-compile the GBA file itself and
still keep it under 8megs, but this is for future and not
the model I am working on now.
The model I
am working on now allows you to change images for:
64
Tiles (16x16 pixels)
16 Sprites (16x16 pixels)
16 Critters (16x16 pixels)
96 character Font (8x8 pixels)
21 Custom Font Icons (8x8 pixels)
Custom Frame (8x8 pixels per side <8 sides
total>)
Custom Sprite Game Cursor (16x16
pixels)
Look for
DOWNLOADABLE version of current GBA
model this Thursday !

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