[Ohrrpgce] mouse graphics cursor idea

Mike Caron caron.mike at gmail.com
Fri May 27 20:50:25 PDT 2005


Hey, now, that's a good idea. But, then, why not just use a walkabout.
Maybe the first four frames can be a normal animation, and the last
four can be the clicking animation. Or something.

On 5/27/05, Bob the Hamster <Bob at hamsterrepublic.com> wrote:
> 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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> 


-- 
Mike Caron
Final Fantasy Q
http://finalfantasyq.com



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