Search found 4243 matches

by TMC
Thu Jun 09, 2022 2:37 pm
Forum: Game Discussion
Topic: Line spacing for menus
Replies: 3
Views: 89

Re: Line spacing for menus

Haha! I was actually meaning to make that change before the next release! Or maybe even 10 pixels. That appears to be a megamanspritegame screenshot. That game has a font with characters 8 pixels high (which I didn't know), whereas almost every other OHR game use a 7-pixel high font with 1 pixel for...
by TMC
Wed Jun 08, 2022 3:10 pm
Forum: Game Discussion
Topic: Scale2x algorithm for smoothing
Replies: 9
Views: 272

Re: Scale2x algorithm for smoothing

Yes, there is a possibility of exhausting L1 cache. (I calculate the worst case, 32-bit 3x scaling has at most a risk of 0.75 cache misses per pixel: Three 64-byte cache lines are read per 64/4 = 16 input pixels, and three cache lines written per 64/4/3 = 5.333 input pixels. In other words, 48 bytes...
by TMC
Tue Jun 07, 2022 4:47 pm
Forum: Game Discussion
Topic: Scale2x algorithm for smoothing
Replies: 9
Views: 272

Re: Scale2x algorithm for smoothing

Thanks, most excellent! The deduplication with macros is also very welcome. For years I've been wanting to add a settings menu where you can toggle smoothing on/off (etc) rather than just an obscure commandline flag. Now I have a lot more reason to. People have also asked for a setting to make their...
by TMC
Tue Jun 07, 2022 5:06 am
Forum: Game Discussion
Topic: Scale2x algorithm for smoothing
Replies: 9
Views: 272

Re: Scale2x algorithm for smoothing

OK, this is now a devlog entry... Wow, umm, never mind about those timings I gave earlier. Because we're going to have to switch to separate builds for Win 2000 and earlier anyway it's time to start requiring CPUs with SSE2 in normal gfx_sdl2 builds. Well with SSE2 enabled, using GCC 10.3, with Scal...
by TMC
Sun Jun 05, 2022 10:41 am
Forum: Game Discussion
Topic: Scale2x algorithm for smoothing
Replies: 9
Views: 272

Re: Scale2x algorithm for smoothing

Thanks! The existing smoothing algorithm was by Reaxor Jones (so let's call it Reax2x/Reax3x), and I have no idea where he got it or whether it was original. It's got a lot of flaws and I've been wanting to replace it for a long time. Flipping back and forth between Reax2x and Scale2x, the new is so...
by TMC
Sat Jun 04, 2022 6:06 am
Forum: Game Discussion
Topic: Default arrow keys behavior
Replies: 7
Views: 164

Re: Default arrow keys behavior

It's definitely better builtin rather than as a script. It's done, there's a backcompat bit that's turned on only as required. I've got to admit though, even at just a few lines of code it was overkill and I should probably be working on higher priorities.
by TMC
Fri Jun 03, 2022 1:55 am
Forum: Game Discussion
Topic: Default arrow keys behavior
Replies: 7
Views: 164

Re: Default arrow keys behavior

Actually that's way simpler than the hack I was giving some consideration which was to patch out those scripts! Searching for a script by name is easy enough that I think I'll do that, because in future we may want to do more of that. And I'll just fix and change the name of the offending script on ...
by TMC
Fri Jun 03, 2022 12:31 am
Forum: General Discussion
Topic: Community Support, outside the community! // itch.io+ thread
Replies: 49
Views: 9327

Re: Community Support, outside the community! // itch.io+ thread

Yes. I don't think the notability bar for posting something needs to be significant. I was thinking of doing something quite similar myself but this is better. Oh I misread the dates on the bot's posts. I see it is actually still posting and that the links in the posts work, just not the previews. W...
by TMC
Thu Jun 02, 2022 4:35 pm
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 759
Views: 134405

Re: OHRRPGCE feature requests/suggestions

Yes, I've been meaning to add that. It's actually pretty easy.
by TMC
Thu Jun 02, 2022 4:29 pm
Forum: Game Discussion
Topic: Default arrow keys behavior
Replies: 7
Views: 164

Re: Default arrow keys behavior

Thanks. Actually just a few days ago I suggested adding a "keypress time" script command to return how long a key has been down, since the engine does track that internally. So I just added that (unsurprisingly it turned out vastly more work than I expected, which was a trivial amount) and...
by TMC
Thu Jun 02, 2022 1:22 am
Forum: General Discussion
Topic: Community Support, outside the community! // itch.io+ thread
Replies: 49
Views: 9327

Re: Community Support, outside the community! // itch.io+ thread

Cool, that's going to be a lot better than the bot, if it's indeed kept active. (Did you shut down the old bot? All the images it posted don't work anyway.) But doesn't it kind of defeat the purpose of twitter to flood a whole lot at once? For anyone else that doesn't have a twitter account, I sugge...
by TMC
Sat May 28, 2022 2:41 pm
Forum: General Discussion
Topic: Decoding the autotile pattern
Replies: 10
Views: 296

Re: Decoding the autotile pattern

Yes, I thought of the publicity aspect. But I'd rather delau that until after the OHR's map and tileset file formats are replaced, which will make import/export of map data far more practical. I'm not familiar enough with Tiled to even know what features it has that we wouldn't support, but I think ...
by TMC
Fri May 27, 2022 2:40 pm
Forum: General Discussion
Topic: Decoding the autotile pattern
Replies: 10
Views: 296

Re: Decoding the autotile pattern

Thanks for linking that Tiled documentation. Actually, that's great, and I'm tempted to first just copy how they do it. And I see that they have even more advanced autotiling: https://doc.mapeditor.org/en/stable/manual/automapping/ And that automapping has the sort of power I hoped for (e.g. placing...
by TMC
Thu May 26, 2022 1:47 am
Forum: General Discussion
Topic: Decoding the autotile pattern
Replies: 10
Views: 296

Re: Decoding the autotile pattern

Yes I'm worried about having too many different autotiling methods, since I've now got that half-tile one in addition to whatever else. But I strongly feel that autotiling should support people's existing tilesets rather than only being applicable to new tilesets drawn to conform to a pattern (and h...
by TMC
Wed May 25, 2022 2:33 pm
Forum: General Discussion
Topic: Decoding the autotile pattern
Replies: 10
Views: 296

Re: Decoding the autotile pattern

Hmm. The "decompressing" script could be written as a HS script that draws the tileset using a lot of clipping slices, so any OHR user could run (and export by taking a screenshot). But that's a lot of work and I'm not suggesting you do that (and it would be more useful to have builtin aut...