Reply 40 of 122, by keenmaster486
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- l33t
@Jepael @Scali I agree that we should use open-source tools. I also like the idea of using real mode and XMS/EMS (whichever is better in real mode) for memory needed above the 1MB limit. Thanks for the info on various CPUs/modes, that clears things up a bit.
I don't know about having support for both EGA and VGA (i.e. through graphics drivers), the reason being I worry about graphics conversion. Would we draw VGA graphics and, for the EGA version, basically just convert them from 256 to 16 colors? It seems like it would be better to create a redrawn set for EGA or vice versa.
wrote:That would work for starters, and in real mode the easiest limit is to fit a tileset into 64kilobytes, which means 256 tiles of 16x16 size at 8-bit palette. You can of course have many tilesets, like per-level tileset or foreground/background tileset.
What if we're using more than 256 background tiles (for instance) in a single level? Could more than one tileset be loaded at a time?
wrote:What about music? Sound effects? Back in the day Adlib/EGA or SoundBlaster/VGA would have been the de facto set.
I've given that a lot of thought. Here's what I think:
Music: OPL3. The engine can load DRO files, or some updated version of IMF that supports OPL3 (which would basically be DRO v0.1). This would save memory and CPU time (versus using MOD music) and it would sound awesome 😀 I really like what's being done with various FM trackers (e.g. Adlib Tracker II). Some of the instruments in those songs really sound like actual samples. Support for OPL2 can be added as well, albeit with some instrument dropping. We could use MIDI files and thereby have support for a multitude of cards, but I think targeting just one chip (the chip that every single DOS computer has, pretty much) will allow us to optimize things and make the music sound way cooler.
Sound effects: Sound Blaster. That's really the only way to go here. I think we should have support for every model from SB1.0+, and any bits/samplerate so the user can configure things to their liking and computer speed 😀
Leilei: I really like your talent, keep up the good work! Keep in mind, however, that "hitting spots on the female armor bingo cards" as you said earlier, doesn't really work for this particular game since I want it to be highly suitable for children. I'm sure that was your plan (since you said those are practice etc.), but I just wanted to confirm.
And for resolution: I was thinking 320x200/256 colors, i.e. the standard VGA mode 13. Leilei drew this art with 640x400 or 640x200 in mind; does anyone else think we should use something other than mode 13 (e.g. Mode X maybe)?
wrote:So I can recommend OpenWatcom for real mode/8086/8088 stuff.
OK, that sounds good to me - would you also recommend that for real mode 286? I would assume things there are pretty much identical.
@Beegle: Yes, I agree with all of this. We would need smaller sprites anyway, I guess art like what Leilei's doing there would work for story art though, right? I definitely think backgrounds would benefit from Leilei's vibrant art style.
Also, somehow you double posted, as Jade seems to have noted 🤣
I'm getting excited about our prospects here. Let's keep it going 😁
World's foremost 486 enjoyer.