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Can you make levels go higher than 2 screens vertically? #111

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kandowontu opened this issue Apr 29, 2024 · 14 comments
Open

Can you make levels go higher than 2 screens vertically? #111

kandowontu opened this issue Apr 29, 2024 · 14 comments

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@kandowontu
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kandowontu commented Apr 29, 2024

TOE/Clubstep need another screen up at least...Any ideas Zeph?

@zephyrside
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hmm, i have no idea how to do this one
unless we switch to mmc5 which supports swapping out the entire set of nametables

@zephyrside zephyrside added the I HAVE NO IDEA!!!!! medic tf2 reference label Apr 29, 2024
@kandowontu
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Gonna see if Alex is capable of such a feat

@tfdsoft tfdsoft deleted a comment from LNLenost Apr 29, 2024
@zephyrside
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the whole level format is built around a height of 27 tiles
unless yall mangled my compression as well

@kandowontu
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The compression has been COMPLETELY redone lmao and it automatically packs the data into banks optimally by itself!

@zephyrside
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huh. neat

@zephyrside zephyrside added may be worked on may be worked on and removed I HAVE NO IDEA!!!!! medic tf2 reference labels Apr 29, 2024
@ADM228
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ADM228 commented May 23, 2024

ok so several concessions have to be made for this to work:

  1. ground gets less special treatment:
    • ground tiles now have to be real metatiles in real collision map space
    • they have to be stored in not the neslib format cuz no more direct-to-VRAM shit
      • it has to be completely separate, which means we can use our own format BUT with the metatile nums XOR'd by #$80 (this would be real good i think)
    • BUT they still get decompressed only once and do not get overwritten
    • this simplifies NUMEROUS shits - rendering, collision, all that
  2. loading seams (obv)
  3. all this shit takes CPU time so ill make it toggleable

@kandowontu
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Works for me

@ADM228
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ADM228 commented May 23, 2024

the progress can be tracked on the ExtCeiling branch on here btw
kando please add the ground metatiles if they're not already in there

@ADM228
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ADM228 commented Jun 2, 2024

got the first "playable" build on there
stereomadness works almost (the ship segment's scrolling hasn't been compensated due to the numbers being A FUCKING MYSTERY to me) but test4 (the level with extended ceiling on) fucking breaks collision-wise

@ADM228
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ADM228 commented Jun 2, 2024

also i introduced plethora of toggleable (!) illegal opcodes that speed things up if enabled

@ADM228
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ADM228 commented Jun 6, 2024

The newest branch with it is now ExtCeiling-v1 (v0 is p much irrelevant now)

@ADM228
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ADM228 commented Aug 13, 2024

holy shit it's been 2 months
ill be rewriting the changes over to a new branch starting probably later today

@ADM228
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ADM228 commented Aug 13, 2024

it is now on branch extCeiling-v3

@ADM228
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ADM228 commented Aug 27, 2024

Draw_screen_UD has been started
Only draws tiles in 1/16 of X positions
The other 15/16 are coming very soon
And attributes are coming soon
The parallax is coming eventually, maybe after i merge the first version of this as an improvement of sorts

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