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Castle Paradox
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Wed Dec 22, 2004 10:55 am Post subject: |
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Fyre can make games on his watch.  _________________ But enough talk, have at you! |
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Joe Man

Joined: 21 Jan 2004 Posts: 742 Location: S. Latitude 47°9', W. Longitude 123°43'
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Posted: Thu Dec 23, 2004 7:09 am Post subject: |
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My watch is a PDA.
Edit: and I can make games on my calculator.
Edit again: Why can't James just divide OHR into several seperate programs? Is there something about quickbasic I'm unaware of? Is it just too much to do? Would it make all .RPG files completely obsolete? _________________ "Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones
Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total |
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Frobozz
Joined: 14 Jan 2005 Posts: 1
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Posted: Fri Jan 14, 2005 4:58 pm Post subject: |
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Quote: | Is there something about quickbasic I'm unaware of? |
QuickBASIC is indeed quite limited. Like mentioned earlier, code cannot take up more than 640K. You can use EMS, but only for data and it's a pain.
Personally I think QB will eventually die now that FreeBASIC is out. FreeBASIC generates 32-bit executables. It currently is available for Win32 and Linux. It supports inline assembly without the Call Absolute crap.  |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jan 14, 2005 11:10 pm Post subject: |
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"divide OHR into several seperate programs"? What do you mean? Why would he want to do that?
QB is already on the way out, and have been so for a long time. You could say it's been dead for quite a while considering that its use has been shunned for years. I've never heard of FreeBasic though. _________________ "It is so great it is insanely great." |
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Leo The wizard of many faces...

Joined: 02 Nov 2004 Posts: 95 Location: Way far up north in Sweden...
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Posted: Mon Feb 07, 2005 2:43 pm Post subject: |
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The 36 NPCs per map limit is problary the most annoying... _________________ "A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools."
-Douglas Adams
Download Zander (Swedish)
or Zander (English) |
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Ishrie

Joined: 17 Apr 2004 Posts: 39 Location: The middle of nowhere. ;)
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Posted: Wed Feb 23, 2005 7:21 pm Post subject: |
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RedMaverickZero wrote: | The OHR is perfect for beginners. You can make fairly well quality games using what little you have. It teaches you to think, unlike that stupid RPGMaker2000. It gives you freedom, where Maker2000, forces you to use what they have to offer. I'm sure there are better game construction engines, but using the ohr is easier, and the files take up hardly any space at all.
But that was a lil off the subject. The OHR is limited because of the fact that you can only do so many of a certain thing. Like, you get more than enough palettes and walkabout sets I think. But you only get 99 maps, which I haven't seen anyone be able to need more than that. Other than that, you pretty much have a lot to do. |
That's why if you have to use any of the RPG Maker series, you use the original for Playstation/Playstation 2... But those, while more flexible, are just as annoying.
As far as limits go, the sixteen color pallette for the character sprites is most annoying, but(as mentioned earlier about most of the limitations) ignorable. _________________ http://www.oddwebsite.com/ddw.php?tjord=11 |
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phyrfox Avid Player
Joined: 20 Feb 2005 Posts: 96 Location: New York, USA
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Posted: Wed Feb 23, 2005 8:02 pm Post subject: |
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Did you look at the source? I'm honestly surprised it runs. It wouldn't run in QB 1.0, to say the least. Even without optimizations. And, as he noticed in the source, it won't run unless compiled; it needs every last ounce of memory you can give it. It's fairly packed full, having nearly reached the limits of a DOS BASIC system (and using a series of rather interesting hacks in the process).
The color limits was due to the nature of the pixels (that is, 4bit pixels to compress images), and the language (Mode 0x13h, referred to as SCREEN 13 in basic, only supports an 8-bit palette, and is the only 8-bit graphic mode that BASIC offers without some *really* ugly hacks).
Since the palette is shared, it makes sense to limit tiles to 16 colors, since that will mean it'll be less likely to conflict colors. And makes the tiles and sprites 1/2 the original size.
Sound effects could be implemented, but I only see MIDI-ish support in there so far, no way to easily put out FM effects (such was a WAV file or something). That could be implemented, but you'd also have to carefully adjust the sound, since MIDI and FM almost constantly are set to different levels (and, in some cases, don't mix at all, you'd either either music or sound effects).
And, of course, the limits of the file format itself. To add sound effects or expand the tile palette would require "breaking" the current format; writing a separate utility to convert up to the new format. And requiring users to upgrade their software, since it would not maintain "forward-compatibility".
This is why I think he's "done" with OHR. He wants to make more features, but that would require more ugly hacks (and, although commented, is already rather heavily packed). So thus, Hamster Wheel is likely to be borne of this need. But OHR will live on, and it will be a new success all over again. After all, castle paradox needs to have something to do with all the games on here.
~= phyrfox =~ |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Feb 24, 2005 8:29 pm Post subject: |
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phyrfox wrote: | Did you look at the source? I'm honestly surprised it runs. |
Some days I am surprised too :)
phyrfox wrote: | The color limits was due to the nature of the pixels (that is, 4bit pixels to compress images), and the language (Mode 0x13h, referred to as SCREEN 13 in basic, only supports an 8-bit palette, and is the only 8-bit graphic mode that BASIC offers without some *really* ugly hacks). |
Actually, The OHR does not use SCREEN 13. It uses a assembly-language implementation of Mode-X. Mode-X is very similar to SCREEN 13, but it makes more efficient use of planar VGA, giving you access to 4 times as much video memory (in the form of 4 screen pages like SCREEN 7 has, but with the color depth of SCREEN 13) ... but you are absolutely correct. Mode-X IS one of those "*really* ugly hacks"
Mode-X also happens account for the reason that the OHRRPGCE runs so slowly in DOSBOX and DOSEMU. Although Mode-X is efficient on real VGA hardware, it tends to lag on emulated VGA hardware (although I suppose an emulator could be optimized for Mode-X in theory)
phyrfox wrote: | This is why I think he's "done" with OHR. He wants to make more features, but that would require more ugly hacks (and, although commented, is already rather heavily packed). So thus, Hamster Wheel is likely to be borne of this need. But OHR will live on, and it will be a new success all over again. After all, castle paradox needs to have something to do with all the games on here. |
Absolutely correct, sir! |
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