brickviking / night-hawk

Nighthawk is a tribute to one of the most playable and contagious games ever written—Paradroid by Andrew Braybrook. Feel the excitement as you battle through hordes of droids to gain your object of removing all droids on the level.
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Editor rework #16

Open brickviking opened 4 years ago

brickviking commented 4 years ago

A couple of points to think about. If you implement the wide-angle by stretching the 320x200 from 4:3 to 16:9 and making it wider that way (giving you roughly 360x200), then you'll end up with non-square tiles. If you put in more pixels to get your 16:9 and retain square tiles then most of the gameplay will be affected as the levels were presumably tuned for a 4:3 display. I don't know a good solution for either scenario.

I must say though, having used the ned editor in fullscreen (well, mostly) is way better than the cropped-to-4:3 version. I know exactly what I did to get it to work, but the change also affects nighthawk itself. The first section changes the number of pixels—and hence tiles—on screen, the second gives me a larger palette of tiles to select tiles from, given that I've now got more room to display them.

diff -u nighthawk-4.0/src/defs.h~ nighthawk-4.0/src/defs.h
--- nighthawk-4.0/src/defs.h~   2020-10-20 16:00:59.999414571 +1300
+++ nighthawk-4.0/src/defs.h    2020-10-23 22:20:11.944266834 +1300
@@ -73,12 +73,12 @@
  */
 #define SCR_ASPECT_43  (4.0 / 3.0)  /*JN, 04SEP20*/
 #define SCR_ASPECT_43_TOLERANCE 0.01
-#define WINDOW_SIZE_X 800  /*For screen size discovery. JN, 05SEP20*/
-#define WINDOW_SIZE_Y 600
-#define SCREEN_SIZE_X  320
-#define SCREEN_SIZE_Y  200
+#define WINDOW_SIZE_X 1600  /*For screen size discovery. JN, 05SEP20*/
+#define WINDOW_SIZE_Y 900
+#define SCREEN_SIZE_X  640
+#define SCREEN_SIZE_Y  400
 #define SCREEN_HSIZE_X (SCREEN_SIZE_X >> 1)
 #define SCREEN_HSIZE_Y (SCREEN_SIZE_Y >> 1)
 #define SPRITE_SIZE_X  32
diff -u nighthawk-4.0/src/edit_floor.cc~ nighthawk-4.0/src/edit_floor.cc
--- nighthawk-4.0/src/edit_floor.cc~    2020-10-20 16:00:59.999414571 +1300
+++ nighthawk-4.0/src/edit_floor.cc 2020-10-23 22:34:13.568267594 +1300
@@ -195,8 +195,8 @@
        SPRITE_SIZE_X + 6,
        (4 * (SPRITE_SIZE_Y + 10)));

-   ssp_block = sprite_sel_ptr & ~0x3;
-   for (ipy = 0; ipy < 4; ipy++) {
+   ssp_block = sprite_sel_ptr & ~0x7;
+   for (ipy = 0; ipy < 8; ipy++) {
        if ((ipy + ssp_block) >= flr_bm_size)
            continue;

@@ -205,7 +205,7 @@
            SCREEN_SIZE_X - 34,
            (ipy * (SPRITE_SIZE_Y + 10)) + 10);

-       if ((sprite_sel_ptr & 0x3) == ipy)
+       if ((sprite_sel_ptr & 0x7) == ipy)
            glColor4f(1.0, 1.0, 1.0, alpha_pulse);
        else
            glColor3fv(black_pixel[0]);

I also found something out, though I suspected it all along. I'm actually pretty crap at this game, I haven't survived past the second ship yet, so I guess you'll be the one to know how best this matches up with a decent challenge.

(Moved from issue #11)

brickviking commented 4 years ago

brickviking originally said:

... I must say though, having used the ned editor in fullscreen (well, mostly) is way better than the cropped-to-4:3 version. ...

-#define WINDOW_SIZE_X 800  /*For screen size discovery. JN, 05SEP20*/
-#define WINDOW_SIZE_Y 600
-#define SCREEN_SIZE_X  320
-#define SCREEN_SIZE_Y  200
+#define WINDOW_SIZE_X 1600  /*For screen size discovery. JN, 05SEP20*/
+#define WINDOW_SIZE_Y 900
+#define SCREEN_SIZE_X  640
+#define SCREEN_SIZE_Y  400

10 hours ago, jsno8192 asked:

To make the game wide screen, we could make the virtual screen 320x240. This will set the screen aspect to 16:9.

Actually, that works pretty well. There's no distortion I can notice.

ned4-320x200

10 hours ago, jsno also asked:

Hmm, interesting. I've never tried this :)

When you did the above change (virtual screen size to 640x400), did this make the sprites smaller on the screen ?

Given the above change, I thought that 640x480 might be a better fit. And yes, assigning 640x480 certainly made the tiles smaller; ideal for floor editing, though not quite so ideal for game tuning due to the viewport not being the same as the normal game. Still, it's not bad. I've included a snippet of my first—and so far, only—level. ned4-640x480-smaller

I've yet to create droids, or even a ship map. This'll take me a while.

jsno8192 commented 4 years ago

Well, if you like that screen size, then I think put it in to 4.0 (this change does not impact the game). Your code changes look good (just initial, date, comment in the defs.h and edit_floor.cc file etc). I agree, it makes editing floors easier.

Good pick up. Well done :+1:

brickviking commented 4 years ago

I'll get it started, though I'll have to add a #ifdef NED section and maybe drop a define into CMakeFiles.txt.

jsno8192 commented 4 years ago

As long as you are only changing the CMakefile.txt file locally. I prefer you not to upissue the CMakefile.txt file in 4.0, because its been tested and is apart of the freeze.

Nb/ Once you create the makefile using cmake (ie: ~/..cmake ../nighthawk-4.0). You don't need to run it again unless you are changing the file structure of the source tree. So once you set BUILD_NED, you don't need to set it again. You simply, edit the above defs.h and floor_edit.cc files and then run "make". After that, you do your normal git actions to commit the change.

Before I touch the source code again, I'm going to have to play with git a bit more. You'll probably see a dirtectory called "test" appearing in the attic directory (and then disappear) :).

brickviking commented 4 years ago

If I modify the relevant variables in defs.h, that's great, but I can't get cmake to pass through a BUILD_NED to the compile environment. Any ideas here? Presumably if I was building ned, I'd be adding a -DBUILD_NED switch to the compile, but not for nighthawk.

jsno8192 commented 4 years ago

I've just realised, if you edit the defs.h file, you will change the game as well. So, no. Don't do any changes to defs.h and floor_edit.cc in 4.0. We'll address this issue in 4.1dev.

To compile ned, you have to run "ccmake ." after you have run cmake. ccmake will let you toggle the BUILD_NED definition.

brickviking commented 4 years ago

I was aiming at a more one-stop-shop for compiling ned without having to adjust defs.h, but when I tried putting the changes into edit_floor.cc instead, I was ending up with some issues with the right hand side of the screen not being rendered. so I gave up on that idea. In essence, I don't see ned's source code changing much over the next little while, and I've got a working "large-mode" ned. I'll stick with that for the moment if I need to recompile ned for whatever reason.

jsno8192 commented 4 years ago

No worries :)

I'm going to have a play with git and familiarise myself a little bit more with it before I start modifying the game (checkout, update, commit operations etc).

When I do modify the game, should only be a handful of little "one liner" fixes.