02-06-2009, 09:48 PM
The reason Harold posted this was because of something I showed him (in the context of y-based rendering in asphodel). Here is what happens.
If you have a sprite that is over 2x the tile (32x32 tiles would mean a 65x65 sprite or above). You need extra information on the fringe tile to know where the "base" of the tiles are.
So if you have a tree, you would want the sprite to be drawn under it if the sprite is higher then the base, and above it if the sprite is lower then the base. To fix this problem, a mapper would have to "tell" the computer where the base was for each set of fringe tiles. This is tedious, and for the most part not needed. Giaken wanted to require this for all maps with asphodel, and thankfully I convinced him not to.
So this is not a major problem, but if people are using a tileset that has fringe parts (trees) that are longer then 1 tile in height (rmvx is fine, rmxp is a problem) you cannot use sprites that are larger then pic_y*2. Those sprites are usually only used for bosses though, so it is easy to make the boss map not include trees, or atleast npc avoid.
@Giaken, If you forgot our conversation about this, there is no real way to "fix" this problem without getting much more information from the mapper. It would be easier to do in an object based mapping system, but that is usually a pain to get started with (and is why many people don't use vbgore). So do not ask Robin to "fix" this.
If you have a sprite that is over 2x the tile (32x32 tiles would mean a 65x65 sprite or above). You need extra information on the fringe tile to know where the "base" of the tiles are.
So if you have a tree, you would want the sprite to be drawn under it if the sprite is higher then the base, and above it if the sprite is lower then the base. To fix this problem, a mapper would have to "tell" the computer where the base was for each set of fringe tiles. This is tedious, and for the most part not needed. Giaken wanted to require this for all maps with asphodel, and thankfully I convinced him not to.
So this is not a major problem, but if people are using a tileset that has fringe parts (trees) that are longer then 1 tile in height (rmvx is fine, rmxp is a problem) you cannot use sprites that are larger then pic_y*2. Those sprites are usually only used for bosses though, so it is easy to make the boss map not include trees, or atleast npc avoid.
@Giaken, If you forgot our conversation about this, there is no real way to "fix" this problem without getting much more information from the mapper. It would be easier to do in an object based mapping system, but that is usually a pain to get started with (and is why many people don't use vbgore). So do not ask Robin to "fix" this.