O Ilusionista
Captain 80K
Dc, have the Manu position changed on this build? Look at this:
O Ilusionista said:So remap is working again? Its kinda confusing if one dev makes something and other changes it.
I think this modifications should be discussed before. And what is the use of remap, when alternatepal works way better?
Damon Caskey said:O Ilusionista said:So remap is working again? Its kinda confusing if one dev makes something and other changes it.
I think this modifications should be discussed before. And what is the use of remap, when alternatepal works way better?
In 8-bit mode, remap worked by shifting colors within a palette. That's very different from alternatepal, which actually switched the palette.
DC
If you don't mind me asking what makes remap useful in comparison to Alternatepal? I find the latter to be more useful and seamless as someone who makes palettes very often.White Dragon said:Damon Caskey said:O Ilusionista said:So remap is working again? Its kinda confusing if one dev makes something and other changes it.
I think this modifications should be discussed before. And what is the use of remap, when alternatepal works way better?
In 8-bit mode, remap worked by shifting colors within a palette. That's very different from alternatepal, which actually switched the palette.
DC
It works in 32bit and it's useful
DintheAbary said:If you don't mind me asking what makes remap useful in comparison to Alternatepal? I find the latter to be more useful and seamless as someone who makes palettes very often.
DintheAbary said:If you don't mind me asking what makes remap useful in comparison to Alternatepal? I find the latter to be more useful and seamless as someone who makes palettes very often.
Damon Caskey said:I'm sorry you disagree WD, but in terms of functionality there is nothing you can do shifting within a color table that you can't do swapping the color table.
White Dragon said:
Plombo said:
Anyway, what this really comes down to is: are we still trying to maintain backwards compatibility at all? Specifically, BC with games made for the original BOR engine.
The other thing that would factor into my opinion here is: how much maintenance burden is remap adding?
nsw25 said:Good explanations for reasoning. My suggestion would be to remove remap from manual and no longer mention it officially (but still keep it in code) this should fix new starters issues ?
Thanks Plombo!Plombo said:The other thing that would factor into my opinion here is: how much maintenance burden is remap adding? And if it's a lot, could that maintenance burden be lifted with a different implementation instead of removing the feature entirely? I'll need to actually look at the code to answer those questions, so it'll be a little longer before I have an answer to this. Sorry.
Not easier but different from alternatepal and useful, depending from kind of entitiy. For a simple entity <256 color it's very useful (example misc entities, etc..)Plombo said:I don't really buy White Dragon's argument that it's easier to use than alternatepal for new games.
Damon Caskey said:I've noticed that for the most part, authors refuse to switch to the new engine if there is even the slightest BC issue, and because we're only human, there always is. This is understandable on their part, but it also means, at least to me, that we are spinning our wheels on the BC thing for no reason at all.
Just recently, we had an influx of promising new blood, and every single one of them ran smack into the same issue - the legacy Remap system. I've seen this happen over and over through the years - especially with people coming from other engines like Mugen wanting to give OpenBOR a try. They hit the Remap wall, and it gives them a bad impression right off the bat. Us saying, - "oh don't worry, that's not the REAL OpenBOR, just add colordepth 32, and do this thing instead..." it doesn't cut it. They're already gone.
Plombo said:
int text_font;
int text_index;
int text_x;
int text_y;
int text_z;
int set_current_index;
int level_current_index;
void set_handle;
int set_levels_count;
void set_levels_handle;
void level_handle;
float level_auto_scroll_x;
float level_auto_scroll_y;
float level_gravity;
// Get the current set, and level indexes.
set_current_index = openborvariant("current_set");
level_current_index = openborvariant("current_level");
// Get the handle of current set.
set_handle = get_set_handle(set_current_index);
// How many levels are in the set?
set_levels_count = get_set_property(set_handle, openborconstant("SET_PROP_LEVELS_COUNT"));
// Get the levels collection handle,
// then get level handle of the current
// level in play.
set_levels_handle = get_set_property(set_handle, openborconstant("SET_PROP_LEVELS_HANDLE"));
level_handle = get_level_handle(set_levels_handle, level_current_index);
// Let's grab some level properties.
level_auto_scroll_x = get_level_property(level_handle, openborconstant("LEVEL_PROP_AUTOSCROLL_X"));
level_auto_scroll_y = get_level_property(level_handle, openborconstant("LEVEL_PROP_AUTOSCROLL_Y"));
level_gravity = get_level_property(level_handle, openborconstant("LEVEL_PROP_GRAVITY"));
// Output information to user.
text_font = 1;
text_index = 0;
text_x = 10
text_y = 40;
text_z = openborconstant("HUD_Z");
settextobj(text_index++, text_x, text_y += 10, text_font, text_z, "Current Set: " + set_current_index);
settextobj(text_index++, text_x, text_y += 10, text_font, text_z, "Level Count: " + set_levels_count);
settextobj(text_index++, text_x, text_y += 10, text_font, text_z, "Current Level: " + level_current_index);
settextobj(text_index++, text_x, text_y += 10, text_font, text_z, "Autoscroll X: " + level_auto_scroll_x);
settextobj(text_index++, text_x, text_y += 10, text_font, text_z, "Autoscroll Y: " + level_auto_scroll_y);
settextobj(text_index++, text_x, text_y += 10, text_font, text_z, "Gravity: " + level_gravity);