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Post by rokcoder on Jun 9, 2022 8:48:51 GMT
I'm in the process of porting OpenTyrian over to a slower and memory-restricted platform. I'm seeing lots of references and checks for the smoothies array data but can't find details of what the settings actual alter. Am I missing some documentation or comments somewhere? If not, does anyone know what the nine boolean settings correspond to?
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Post by rokcoder on Jun 9, 2022 9:21:08 GMT
Having a quick scan through, I'm pretty sure about the following - [1] - Lava filter effect [2] - Water filter effect [3] - [4] - [5] - Ice blur effect [6] - [7] - [8] - [9] - Vertical flip I'm facing some interesting challenges as I don't have multiple surfaces to blit to - just a single pixel buffer. I've reordered the display of the main HUD screen so that it happens later and automatically clips the background and general game area. The actual HUD elements are then forced to draw after the HUD screen has landed. Another major pain is that I'm using a system with 1-based arrays rather than 0-based arrays. A lot of the code looks like it may have come from a 1-based system in the first place which is pretty odd! The final huge issue is that I need to blit sprites rather than pixels. It can't handle enough sprites to cover the entirety of the tile based system so I have the PC code spitting out BMP files for single sprites built from multiple tiles. But that's by the by. Just interested in the smoothies for now
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