[Ohrrpgce] mouse graphics cursor idea
Bob the Hamster
Bob at HamsterRepublic.com
Fri May 27 20:32:08 PDT 2005
On Fri, May 27, 2005 at 08:27:24PM -0700, Bob the Hamster wrote:
> On Fri, May 27, 2005 at 11:10:53PM -0400, Mike Caron wrote:
> > I'm not sure if you got my other email, but I included it here:
> >
> > > Now that the mouse commands are implemented, everyone's happy, wars
> > > have ended, etc. However, they are a bit lacking in a couple ways.
> > > (Note: I am not criticising without base, as I am also proposing
> > > solutions)
> > >
> > > First off, the mouse can only be used on the main map. That's all well
> > > and good, except it can't be used with any built in menus, as it
> > > requires an NPC for a cursor:
> > >
> > > "The main downside I see is that it cannot be used on game and battle
> > > menus. Maybe for the next version you could do something about that?"
> > > (Fernurion, http://castleparadox.com/ohr/viewtopic.php?t=3491&postdays=0&postorder=asc&start=30)
> > >
> > > So, I was thinking that we (or, likely I) should implement a feature
> > > to set a walkabout (or some such graphic, maybe a new type that's
> > > smaller, or something) as the cursor, and have an optional mode to
> > > have Game.exe draw the cursor. Then the menu code could be
> > > retro-fitted to recognize mouse commands.
> > >
> > > I'm just throwing out ideas on the table, and if anyone has anything
> > > to add, please say it!
> >
> > I'm not sure how useful it would be to use a character from the font
> > as the cursor. On the one hand, it's approximately the right size for
> > a small cursor, on the other, it's inherently monocromatic.
> > Personally, I still think a new sprite type would be in order. Maybe a
> > 10x10 sprite, which would require 50 bytes of video memory. I don't
> > know if we can spare that (James?), but I suspect it'll fit. Or else,
> > we could use 8x8, and only use 32 bytes of memory. :)
>
> There are a few small chunks of video memory that are free. The OHR's
> Mode-X is divided into four screen pages: 0,1,2,3 And they all get used
> pretty thouroughly. However, there is actually a little bit of space
> *between* them. Imagine that the four screens are layed out one above
> the other, with 0 at the top and 3 at the bottom. There are a few lines
> after each one, which you can access by using storeset and loadset to a
> line >= 200
>
> I do not remember exactly how many spare lines are available after each
> screen page, but it would not be hard to find out
>
> I also do not remember if I already use that extra space already
> anywhere... I might have hacked it in somewhere.
>
Oh, and I got so carried away talking about vidoe memory screen-page
hacks that I forgot to suggest:
What about using a Weapon picture for the mouse cursor? When we would
not need a separate graphics type. Sure a weapon is kinda big, but you
don't have to draw your "mouse weapon" to take up the whole box.
The second frame of the weapon could be used for clicks.
Also, as long as there is enough space for a weapon pic
in-between-screens, the memory can be considered "free" since it is
already allocated, and we can't un-allocate it.
---
Bob the Hamster
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